How can I adjust audio volume based on how close the player gets to a game object?
Please let me know. Thank you!
How can I adjust audio volume based on how close the player gets to a game object?
Please let me know. Thank you!
define your player’s distance from the object and tell it to play when he gets within range:
for instance… something like this would be attached to your game object. Make sure your game object has an audio source on it and a clip attached… otherwise assign a clip in code. I’ll do that here…
var playerDistance : float;
var gameAudio : AudioClip;
var canPlayAudio = true;
function Update() {
playerDistance = player.transform.position - transform.position;
if (playerDistance < 10) {
if (canPlayAudio) {
audio.clip = gameAudio;
audio.volume = 0.5; // adjust the volume to whatever you want
audio.Play();
canPlayAudio = false; // you can reset this in your code elsewhere... I did this just to make sure the audio only plays once.
}
}
}
Well, that’s the point of a 3D sound. Sounds quite when far from the listener and loud when next to it.
But, if you want to do this by script you can add a script to the gameobject which has an audio source and do some coding like:
C# code:
public Transform target;
void Start () {
StartCoroutine(AdjustVolume());
}
IEnumerator AdjustVolume () {
while(true) {
if(audio.isPlaying) { // do this only if some audio is being played in this gameObject's AudioSource
float distanceToTarget = Vector3.Distance(transform.position, target.position); // Assuming that the target is the player or the audio listener
if(distanceToTarget < 1) { distanceToTarget = 1; }
audio.volume = 1/distanceToTarget; // this works as a linear function, while the 3D sound works like a logarithmic function, so the effect will be a little different (correct me if I'm wrong)
yield return new WaitForSeconds(1); // this will adjust the volume based on distance every 1 second (Obviously, You can reduce this to a lower value if you want more updates per second)
}
}
}