I’m looking into splitting surround sound audio into seperate left and right (not as stereo).
What I’m aiming to do, is simulate a hearing loss on one or both ears using Unitys built in audio effects. But for that, I need to be able to handle the audio processing per ear. Both ears together is not a problem really. Splitting them up however…
Now that I think about it, stereo might work too as initial setup.
I still need to work with effects on both left and right. The only solution I can think of, is having 2 sets of each sound in the scene. Each with a different pan setting, and then work on those…
You can just pan at runtime. You could also use a 3D sound and move it around your audio listener. It really depends how much deafness you want and what effect you are trying to create.
My plan isn’t to pan 1 audio point. I need to have 1 sound originating, but manage 2 different sets of the same sound. One of the left ear, and one on the right.
With my previous post, I meant to have 2 identical audio sources placed in the same space, and the simulate a hearing loss on one of them. that would create an environment where one ear is fine, but the other is impaired. I don’t know how to do that with just one source…
I still don’t really understand why you need two sets of the same sound.
You can control the pan of both ears from a single audiosource wirth a single sound, because a centered pan works for both ears, then you can single out each ear by setting the pan to 1 or -1.
If you need two instances of the same sound playing at the same time, then you will need two audio sources, because an audio source can only play a single sound at a time. Then you would pan an audio source to each ear, and apply different attributes and effects to each. You would need to start playing the sounds in the same frame