I have this question about spatialization/panning in Wwise-Unity integration:
I have this 3d scene with various moving and static emitters + audio events attached to animations (footsteps for example). I also have a camera which is fixed to always be facing in the same direction, but which can move around the scene. This is a 3rd person camera.
My goal is to pan all the previously mentioned sounds L/R in relation to the AkAudioListener (attached to the camera game object), as well as adding some attenuation to them. I've had success applying the attenuation which works nicely, but I can't say the same about the panning positioning.
I've tried all kinds of settings in the "Positioning" tab of Wwise, but to no success. Even though the attenuation curves are working correctly (even cone attenuation), all the sounds keep routing to the center of the speakers/headphones. Curiously, in past 2d projects I didn't have this kind of problem. This leads me to think that maybe the "problem" is not on the Positioning tab of Wwise, but in the main settings of either Wwise or Unity. In Wwise, I've tried all the audio preferences ("System Default Channel Configuration", "Stereo Channel Configuration", etc...), but none of these helped.
Please keep in mind that I am a newbie to Wwise and Unity, and that I am not a programmer. I believe that the answer to this question may actually be something extremely simple that I'm not seeing just because I'm not looking at the problem from the right point of view, or even asking the right questions.
If you've made it this far in the text, thank you for your patience! If you need some more detailed information on a particular subject, please just ask.
I'll be looking forward to hear from you. Any help is highly appreciated!