Unity Audio system inquiry

Hello,

I ran into my first challenge with the audio that is if multiple audiosources play at once it is incredibly loud (ie death sfx when many enemies are destroyed by explosion). The best solution I have would be to implement an audio handler that has a time buffer on sounds.

My concern, is that there is this manipulation of volume going on, and I need precise locational audio on each object (ie projectiles flying towards player from certain direction) as my game is an fps and I want this to be the main way for players to react to elements not in line of sight.

Is using Unitys default audio system reasonable or should I go with a third party system?

Thanks a bunch,
-David

You need to configure those sounds as 3D, then Unity calculates a fall-off curve for that sound depending on the distance to the AudioListener.

The Spatial Blend property on the AudioSource sets how much the 3D engine has an effect on the audio source.
https://docs.unity3d.com/Manual/class-AudioSource.html

Perhaps I have something wrong in my audio sources settings. It’s attached to a game object that gets instantiated when an enemy dies. Can I tweak this somehow so that I won’t have the issue? Here is its configuration:7267366--877234--upload_2021-6-24_3-11-12.png

In the image Spatial Blend is set to 0.5, so it’s a mix between 2D and 3D sound. I guess you want to change it to 1, so it’s true 3D. Then you want to adjust the 3D Sound Settings, in particular the Max Distance. The current value 500 means the sound can be heard 500 units (meters) away from its origin.

I tried that but the sound is still obnoxiously loud when Multiples of these go off at the same time.

Just an update: I tried using the normalize function to an audio mixer group and assigned the death sounds to it but now I am getting no spatial blend.