PlayClipAtPoint volume is very quiet

Hi,

I’m using PlayClipAtPoint, which has the parameters that include Volume::

public static void PlayClipAtPoint(AudioClip clip, Vector3 position, float volume = 1.0F);

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.

Anyone got any ideas what’s going on?

Thanks,

Jay.

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? Could you explain what you mean, I haven’t changed any defaults in Unity.

It’s a top down 3D game, but everything is just on one screen - a simple space shooter.

I have my music on the camera as an Audio Source - which is adjustable.

Asteroids, torpedo, particle explosions are all prefabs with PlayClipAtPoint as these game objects get destroyed.

I have music set to a good level, but the other sounds are as quiet as mice hiding in a padded box six feet under.

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?

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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 :slight_smile:

I’ve also got this issue

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.

wym bump questions?