Unity audio source distance
This is Unity for Software Engineers , a series for those seeking an accelerated introduction to game development in Unity. More is coming over the next few weeks, so consider subscribing for updates. There should be one Audio Listener per scene. Typically, the Audio Listener component will be attached to the Main Camera object by default.
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But, how much should you increase it? And how do you make sure the player is able to hear it from the starting position? One solution is using Attenuation Spheres. When enabled in the AkAmbient component, the Attenuation Sphere will display a sphere with the radius from the center of the game object to the maximum attenuation distance set in Wwise.
With this sphere you get a visual representation of the Max Distance set in the Attenuation Editor, so you can evaluate the distance in comparison with in-game objects. By default these Max Distance values in the Attenuation ShareSets are not included as metadata in the SoundBanks, so to be able to generate the spheres you need to visit the SoundBank Settings. In the SoundBanks tab, enable Max Attenuation. By calling the AkWwiseProjectInfo.
This process may take a while. A sphere will now appear on the selected Windmill game object. Notice that the sphere is not reaching the player's starting position where the Main Camera is located, and so the Windmill would be completely inaudible. Let's head into Wwise and adjust the Attenuation. In the Attenuation Editor's Max distance field, you'll find a current Attenuation distance of 35, corresponding to the size of the sphere in Unity. What should you set it to?
One approach would be to increase it while repeatedly switching between Unity and Wwise to see the result. A more precise approach would be to temporarily use the radius of a Sphere Collider. In the Scene view, you will now see a green line at the edge of the Attenuation Sphere. As long as the game object is not scaled increased or decreased in size , the Radius of a Sphere Collider translates directly to the Attenuation's Max distance property.
By increasing the Sphere Collider Radius, you will be able to visualize the distance required by the Attenuation to reach the Player. Click and hold the Radius property and drag it to the right until the green Sphere Trigger is reaching the Player. Once you've found a suitable value, you can use that value in the Attenuation ShareSet's Max distance field. As we are only using the Sphere Collider to get a temporary measurement, let's set it back to 1. Notice that the Attenuation Sphere has increased in size and now covers the Player's starting position.
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How to change the sound volume according to distance in Unity
Plays the clip at a specific time on the absolute time-line that AudioSettings. Sound Effects. The entire range of possible sounds can be quite large, and listing them in advance is quite problematic. Provides a block of the currently playing source's output data.
Photon Voice Based On Distance (3D Audio)
Find centralized, trusted content and collaborate around the technologies you use most. Connect and share knowledge within a single location that is structured and easy to search. I have a checkpoint in my 2D game which in small radius should make a sound. But sound is still playing even if player left a distance. I tried to set settings in audio source:. The only thing that matters is how far your AudioListener in the scene is away from the AudioSource. By default the AudioListener is on your MainCamera. In a 2D game I'ld suspect the camera staying at its position or at least moving always at a fix distance to the action plane where your player and objects are placed. But actually you can move that AudioListener component to whatever GameObject you want in order to make it responsible for receiving the different AudioSource s of your scene. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
How to Add Different Audios in Unity (Part 2) | Unity 3D
For more information on how this method differs from AudioSource. Casual Game Music Pack. Additionally the example project can be opened with Unity itself or the newest release can be downloaded and exectued to test the functionality. Method 1: How to fade an Audio Source the easy method This is the easy method, and the simplest way to fade any single Audio Source. Copy the GvrAudioSource properties: Copy the standard audio source properties, such as mute or volume, to the AudioSource component.
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Spatial sound in Unity
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But, how much should you increase it? And how do you make sure the player is able to hear it from the starting position? One solution is using Attenuation Spheres. When enabled in the AkAmbient component, the Attenuation Sphere will display a sphere with the radius from the center of the game object to the maximum attenuation distance set in Wwise. With this sphere you get a visual representation of the Max Distance set in the Attenuation Editor, so you can evaluate the distance in comparison with in-game objects.
If you are using Unity 5, find 3D Sound Settings at the bottom of the Audio Source component, expand it, and then find Max Distance and set it to whatever value you want. For thoose who can't get a clue why distance to listener looks calculated so strange in 2D - check you Z for camera and for AudioSource! Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. Music works but not when accessed by another script in JavaScript 1 Answer.
Reference for the Sound Attenuation settings asset, which controls various aspects of how sound behaves over distance relative to the listener. This section defines how the sound's volume will reduce attenuate as the listener moves away from it. The volume of the sound will be at its maximum within the inner area of the attenuation shape.
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