Is it possible o position a procedurally generated sound in 3D space? I have created a simple sound generator in OnAudioFilterRead of a gamobject containing audio source, but when I move a gameobject it does not affect the sound.
no, I’ve submitted this very bug report (confirmed by QA) some time ago
it’s inconsistent, at least - unity ignores positional (spatial blend 3D), or pan (spatial blend 2D) values for audio data generated by OnAudioFilterRead, while but respecting e.g. volume and pitch
Was there any progress?
Hi, it was closed as by design:
So depending on what you’re doing you might want to try it this way ( I never checked ),
or use PCMReadCallback - that should handle position corectly