The volume parameter appears to go from 0f to 1.0f, but 1.0f is very quiet. If I set my game music to the correct level (whcih has an AudioSource), I can barely hear the sound effect using PlayClipAtPoint.
Going above 1.0f makes no changes, so I’m sure it’s not meant to.
Did you check the system volume?
Also, that API call will play the clip from a certain location in your game world, so the distance between your listener and player might affect the volume. As well as the original volume of the clip.
System volume: I mean the sound setting of your windows, not unity related, sometimes people tend to forget them at low level and think it’s a game problem.
Try to use your camera position as the Vector3 position parameter
The range of 0 - 1 equates to 0% - 100%
Are all your audioclips set to normalized? Make sure that they are.
Volume rolloff is automatically applied to 3D audio based on distance. If your audio listener is far away, they will be quiet. Is your audiolistener on your camera? Is your camera far away?
Everything in my project is fine. Everything should have worked with PlayClipAtPoint. I suspect that there is a bug with PlayClipAtPoin, either that, or it has limited use. I noticed there were posts of issues with volume on PlayClipAtPoint going back as far as 2015!
I tried an Audio Manager method previously, but it had issues. I’ve know found another Audio Manager method which is extremely easy to set up and looks after all the audio and everything now works spot on, plus it’s easily extendable. I would post the Audio Manager details, but it’s from a Udemy Platformer Game Course by James Doyle.
After several days of head scratching, I’ve learnt what not to rely on in Unity and now I have something that’s concrete
Don’t bump questions with such posts. If you have a specific issue, create your own thread and add more details. For example in the case here it makes no sense to use a spatial 3d audio for background music. The spatial blend controls how much the audio source is actually affected by the distance from the audio listener. Background music usually shouldn’t be a 3d sound at all.