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In my case I had moving targets and moving player but here are the code snippets for a static sound (water tank for mine). This seems to work fine.
in player STEP (this solves the orientation fine)
In my static target CREATE
Note the sound is looped and drops off using falloff. If you want it to turn on/off you'll need to shift the play_sound_on to a step event and test if it's running.
Hope this helps.
tbh. I'm not happy with how this is implemented but that could be my newness to GMS.
But for someone new to GMS, the fact that you're trying stuff out is great.
Thanks for the response!
I hadn't considered the orientation as being a potential issue. I had only used the command to set the position itself. I figured leaving the orientation alone would cut it out of the equation and make my where the sound is coming from entirely determined by the distance from the listener without having to deal with facing as well.
Since the listener in my case wasn't an actual object but literally just the center of the screen I guess I'd have to try to back the orientation pointing "into" the screen.
I also see you're using audo emitters. In my testing I was just using the "play_sound_at" command and not actually creating emitters. I figured I could get away without using emitters since I wasn't planning on doing anything fancy. Guess I'll brush up on them again.
Is that hamster Ebichu?