Hi Tom,
I'm not sure I totally understand your question, so sorry in advance if my answer doesn't make sense. Are you in a situation where you'd like to reuse the same weapon assets for both the main character (1st person view) and NPCs (3rd person view)? If so, you'd usually do the following:
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You'll attach an RTPC to the 2D/3D drop down menu and have the game push the right value at runtime.
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With the main character initialized in 2D, the weapon sounds will have no distance attenuation or panning (unless you enable the 2D panner).
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WIth the NPC initialized in 3D, you'll be able to set a distance attenuation curve (be it Custom or ShareSet) and use "Game-defined" panning.
Does it clarify things a bit?
Simon