(I’m using iMac Unity 3.0)
Hola. I’m having some issues implementing 3D Audio, or at least I think I am. I’ve created a scene where I’ve placed an AudioListener on the Main Camera. Then, I placed a dinging sound effect directly off to one side. I used
AudioSource.PlayClipAtPoint( myClip, soundGameObject.transform.position );
to play the sound. Now the sound was heard, but it didn’t sound like it was in 3D. The further I placed the sound the quieter it would get, but it always sounded like a straight up mono mix in my headphones. I tried putting the AudioSource directly above, below, left right, forward, backward and the sound effect would always seem to have the same mono mixing. I then tried just forcing a sound to play relative to the AudioListener:
Vector3 audioListenerPos = audioListener.transform.position;
Vector3 audioSourcePos = audioListenerPos + new Vector3(100, 0, 0);
AudioSource.PlayClipAtPoint( myClip, audioSourcePos );
This had the same effect, the sound would die with distance but not sound in stereo. Even creating a simple scene with only an AudioListener and AudioSource and moving the camera around in audio preview only had the sound dampening effect.
The effect I was expecting was if the sound is off to the right of the listener, you’d hear it much louder in the right speaker over the left, and vice versa. I’m not sure if this is the correct behavior or maybe something is messed up with my audio setup, but I’m pretty sure that’s ok since iTunes still sounds stereo.
Anyway if there’s anyone that can help me out I’d much appreciate it.
Thank you
-Mo