I believe i previously saw that this was possible.
Just like you can make a reverb zone, and can visually see it’s borders, then i remember it was possible to do this for the volume rolloff as well.
or am I remembering wrongly?
I have a scene. 750x750meters.
and a bunch of ambient audio, it works fine, but everytime I have to manually set the rolloff of the volume, i have to play the scene, go to the area to see if it play the way it should.
Now if i could visually see, just where the audio because audible, it would be a big help, because the actual curve would then be easier to draw.
does anyone remember something like this?
the actual rolloff factors, low-pass curves etc, are awesome and really shows that the fmod engine behind unity can be used almost as well as it could in fmod itself, but i would just like this nifty tool to play around with.
Hi Bjarne,
The hard part is that you need to define “audible” before you can calculate the exact distance (It differs vastly from human to human (or dogs for that matter )). It’s easy for linear roll off because the gain will hit 0.0f at MaxDistance. With Log rolloff it actually never reaches 0.0f. It just stops to attenuate after MaxDistance. See the problem?
I do very much see the problem.
in a regular log. rolloff, the distance law applies and all that, but it was just an idea i got because i kind of remember somebody showing this to me, but i guess it was just the reverb zone then.
My point was that if you could get a sphere (just like the emission of the sound would be), and let’s say your max distance is set to 50 meters, and no matter how your rolloff curve of volume is set, the sphere would match that size.
it’s only on a visual scale, not the actual audio scale, because that would be too much of a hazzle, it’s only to visually be able to see, that my max distance from center is 50 meters, how big a sphere is that.
Making it possible to visually overlap spheres, before going into detailed tweaking of max distances and rolloff curve numbers.
but a log. rolloff never ending a 0.0f, makes it kind of difficult.
I kind of solved it though, having a collider of my own, triggering the sound to play, and not playing if outside the collider, Then setting rolloff and pan curves to be very audible when close and distance to kind of fit the collider.
in this way i get a collider that i can control the size of, and then i can visually see where the borders cross. kind of works.