I’m playing with the different rolloff settings trying to get a natural falloff for my audio sources, but I’m failing badly. Anyone have any tips for me?
Linear rolloff seems out of the question, but Logarithmic Rolloff isn’t really giving me what I’m after either. I have to set the min distance really low or else sounds far away will sound like they are close by, but with the min distance set really low even close sounds sound like they are far away. I’m unable to achieve both with the Logarithmic rolloff and there isn’t exactly many settings to play with.
That only leaves the custom rolloff. I’m sure I can achieve something here, but there’s no way to copy/paste these curves and I really dislike having to fiddle with them in the first place. I don’t like having different curves for different things. I want all my audio sources to adhere to the same “rules” so to speak. And editing the curves is a nightmare for a perfectionist like myself. I don’t want my point in 4.018, 0.698, I want it in exactly 4.0, 0.7.
I’ve been looking at some official Unity scenes and they all seem to be using the custom rolloff, but they don’t sound natural at all. In the Unity Labs scene for instance the curve is setup such that you can’t even hear the doors closing even if you’re just 10 meters away.
I’m using the Stealth tutorial scene for testing with the robot guards walking around. The scene seems to be pretty realistic in terms of scale and it is about 30x50 meters.
I want it like it is in Counter-Strike for example where you can easily tell if someone is just around the corner or in the next building.
Edit: Hmm, perhaps I’ve worded the question poorly. I want sounds to sound different based on distance. Distant sounds should sound more distant. There may be more to it than just volume I guess. Do I have to play with pitch and filters depending on distance? I was sort of hoping the Logarithmic Rolloff was all it took, but I may have to do some reading on the subject I guess.