Mathmatical formula for Unity's logarithmic fall-off (503740)

Hi

I am currently in need of the mathmatical formula for the logarithmic fall-off curve for Unity’s AudioSource. Is there anyone who knows it, or a simple way of getting it?

I found the answer myself. The roll off follows a 1/distance model if anyone want to know :slight_smile:

2 Likes

That’s… it? No fancy multiplier or Log thingy?
That’s simpler than I expected.

How do the Min distance and Max distance fit into that model?