In my racing game, I get wrong positional audio. The audioListener is attached to the main camera, which has the smoothFollow script. The car has a few children objects with just an audio source component each (which I reference in the main car script and play according to the logic)
The constant engine sound should remain in the same relative stereo position, since the camera is, more or less, always in the same position relative to the car. But it doesn’t happen, and I get left or right channel changes depending on the orientation and position of the car, which sounds really weird.
I have also tried to move the listener to the same car object, and the same happens.
I have checked, and I don’t have any other listener objects in the scene.
Any ideas?
Thanks in advance,
joe @ threemelons
If you know the motor is always in front of you, you could just turn the clip into a stereo sound. This way the sound doesnt get attenuated automatically.
hi joe, thanks for your answer.
i know about the stereo sound, but i also have other cars running around which should use the same sound, so i need this sound to be attenuated according to the listener’s position.
my point is, it should work with automatic attenuation, with the sound of my car remaining almost constant, right? or am i doing something wrong?
thanks!
joe @ threemelons
Yeah absolutely, and its a fairly well tested code path.
So i would presume some setup error but it’s hard to tell.
OK, I just checked the VehiclesExample project, and the same thing happens, with any of the vehicles. Am I crazy or it just doesn’t sound right? Or maybe it’s just something with my computer?
Please, if anybody could check that project and tell me that they hear the same thing I do: wrong positional audio when turning.
So, feature or bug?
thanks!