Yoghira
New member
Hi,
am i the only one that would like to see spatialized audio in this game?
And because Oculus Rift support is one of your goals, why not using their spatialized audio plugin?
Ok it is only a thing when you play with headphones but it will create better immersion.
You know exactly where to look if you hear a noise. Above You or behind - you can hear it with closed eyes.
I installed Unity just to play with that and it is very easy. I tried Unity´s spatializer, "Resonance Audio",
"Oculus Spatializer Plugin" and "Steam Audio Spatializer".
You don´t need soundreflections or ambisonics or things like that, just the spatializer.
And then bind the footsteps to the foots, the "Grrrrrrrr" to the head, the "swooshes and "swings" to the arm or hand
and the "gibs" to the collision coordinates - done.
And a second thing i recognized is that u use "Linear Rolloff" instead of "Logarithmic Rolloff" in most of
your "3D Sound Settings".
That cause the unnatural sense of distance to the sound source.
Please use "Logarithmic Rolloff" wether you go spatialized or not.
How do you as community and as developer think about these?
Regards
Yoghira
am i the only one that would like to see spatialized audio in this game?
And because Oculus Rift support is one of your goals, why not using their spatialized audio plugin?
Ok it is only a thing when you play with headphones but it will create better immersion.
You know exactly where to look if you hear a noise. Above You or behind - you can hear it with closed eyes.
I installed Unity just to play with that and it is very easy. I tried Unity´s spatializer, "Resonance Audio",
"Oculus Spatializer Plugin" and "Steam Audio Spatializer".
You don´t need soundreflections or ambisonics or things like that, just the spatializer.
And then bind the footsteps to the foots, the "Grrrrrrrr" to the head, the "swooshes and "swings" to the arm or hand
and the "gibs" to the collision coordinates - done.

And a second thing i recognized is that u use "Linear Rolloff" instead of "Logarithmic Rolloff" in most of
your "3D Sound Settings".
That cause the unnatural sense of distance to the sound source.
Please use "Logarithmic Rolloff" wether you go spatialized or not.
How do you as community and as developer think about these?
Regards
Yoghira