{"action":"created","issue":{"url":"https://api.github.com/repos/TeamPorcupine/ProjectPorcupine/issues/1576","repository_url":"https://api.github.com/repos/TeamPorcupine/ProjectPorcupine","labels_url":"https://api.github.com/repos/TeamPorcupine/ProjectPorcupine/issues/1576/labels{/name}","comments_url":"https://api.github.com/repos/TeamPorcupine/ProjectPorcupine/issues/1576/comments","events_url":"https://api.github.com/repos/TeamPorcupine/ProjectPorcupine/issues/1576/events","html_url":"https://github.com/TeamPorcupine/ProjectPorcupine/issues/1576","id":184766315,"number":1576,"title":"Positional Sound","user":{"login":"Jaytheway","id":22476284,"avatar_url":"https://avatars.githubusercontent.com/u/22476284?v=3","gravatar_id":"","url":"https://api.github.com/users/Jaytheway","html_url":"https://github.com/Jaytheway","followers_url":"https://api.github.com/users/Jaytheway/followers","following_url":"https://api.github.com/users/Jaytheway/following{/other_user}","gists_url":"https://api.github.com/users/Jaytheway/gists{/gist_id}","starred_url":"https://api.github.com/users/Jaytheway/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Jaytheway/subscriptions","organizations_url":"https://api.github.com/users/Jaytheway/orgs","repos_url":"https://api.github.com/users/Jaytheway/repos","events_url":"https://api.github.com/users/Jaytheway/events{/privacy}","received_events_url":"https://api.github.com/users/Jaytheway/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":7,"created_at":"2016-10-24T07:20:37Z","updated_at":"2016-10-25T22:42:25Z","closed_at":null,"body":"### Expected behavior\r\n\r\nSound should play from the position of its emitters.\r\nUnity has this capabilities. Not sure to what extent they're applicable in our situation.\r\n\r\n- **Min Distance**\tWithin the MinDistance, the sound will stay at loudest possible. Outside MinDistance it will begin to attenuate. Increase the MinDistance of a sound to make it ‘louder’ in a 3d world, and decrease it to make it ‘quieter’ in a 3d world.\r\n- **Max Distance**\tThe distance where the sound stops attenuating at. Beyond this point it will stay at the volume it would be at MaxDistance units from the listener and will not attenuate any more.\r\n- **Rolloff Mode**\tHow fast the sound fades. The higher the value, the closer the Listener has to be before hearing the sound. (This is determined by a Graph).\r\n- **Logarithmic Rolloff**\tThe sound is loud when you are close to the audio source, but when you get away from the object it decreases significantly fast.\r\n- **Linear Rolloff**\tThe further away from the audio source you go, the less you can hear it.\r\n- **Custom Rolloff**\tThe sound from the audio source behaves accordingly to how you set the graph of roll offs.\r\n\r\nAs I understand, Custom Rolloff is not an option.\r\n\r\nUnity Manual page for the reference: https://docs.unity3d.com/Manual/class-AudioSource.html\r\nUnity Scripting API: https://docs.unity3d.com/ScriptReference/AudioSource.html\r\n\r\n### Actual behavior\r\n\r\nFor now sounds play exactly in the center (in a 2D space (where the camera is)) ignoring position of the emitter relatively to the camera.\r\n\r\n**Examples**: \r\n- If aliens attack from the north, you would hear sound directly in your face.\r\n- If the fire started you would hear the sound in your face, without any directional indication.\r\n- All furniture placements - in your face.\r\n\r\nAll this resolves not only in an aesthetic nonsense, but also in a muddy mix. (Especially without any means to mix audio) \r\n\r\n### Steps to reproduce the behavior\r\n\r\n- Step 1: Get positions of sound emitter and camera (perhaps, the tile, which is directly below the camera)\r\n- Step 2: Calculate the distance between sound emitter and camera \r\n- Step 3: ...\r\n\r\nAlso in Uniti Scritping API there is: \"You can play a clip at a static position in 3D space using PlayClipAtPoint.\" It might be a way to do it(?)\r\n\r\n### Related issues\r\n\r\nThis is one of the basic features that our sound system need listed here: #1535\r\n\r\nI am by no means a programmer, so: \r\n-If you know how to do it\r\n-If you are willing to put time in something that will determine how the game feels\r\n-If you feel strong about it, as I am listening to the \"[Nerevar Rising](https://www.youtube.com/watch?v=QuBB0JchGZc)\" from the Morrowind's soundtrack!\r\n\r\n### Sign up! \r\n### Put your name on the pedestal of glory!\r\n\r\n# Pedestal of Glory\r\n(names of all contributors to the Sound Engine will be listed here)\r\n\r\n@longtomjr "},"comment":{"url":"https://api.github.com/repos/TeamPorcupine/ProjectPorcupine/issues/comments/256199510","html_url":"https://github.com/TeamPorcupine/ProjectPorcupine/issues/1576#issuecomment-256199510","issue_url":"https://api.github.com/repos/TeamPorcupine/ProjectPorcupine/issues/1576","id":256199510,"user":{"login":"koosemose","id":6334643,"avatar_url":"https://avatars.githubusercontent.com/u/6334643?v=3","gravatar_id":"","url":"https://api.github.com/users/koosemose","html_url":"https://github.com/koosemose","followers_url":"https://api.github.com/users/koosemose/followers","following_url":"https://api.github.com/users/koosemose/following{/other_user}","gists_url":"https://api.github.com/users/koosemose/gists{/gist_id}","starred_url":"https://api.github.com/users/koosemose/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/koosemose/subscriptions","organizations_url":"https://api.github.com/users/koosemose/orgs","repos_url":"https://api.github.com/users/koosemose/repos","events_url":"https://api.github.com/users/koosemose/events{/privacy}","received_events_url":"https://api.github.com/users/koosemose/received_events","type":"User","site_admin":false},"created_at":"2016-10-25T22:42:25Z","updated_at":"2016-10-25T22:42:25Z","body":"Calculating from the camera's position will give worse results, in several ways. The camera's not where you think it is, it is ALWAYS 10 units back from the center tile, you don't really zoom in and out, the field of view (orthographic size) just gets larger or smaller. Now, I could fake it by setting the listener to a point some amount of space back from the center tile and vary that by a function of the orthographic size, but that will bring it's own problems, if, for example, you are viewing the bottom most layer, and I've set the listener to an amount back higher than 1 unit you're going to hear sounds from a level (or more depending on how much higher than 1) above your current level as close. \r\n\r\nSo the answer is, yes I could, but it would lead to worse results."}}
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