Trying to wrap my head around this so I can avoid the headache of having to get a reference to every 3d sound, then simulate the distance and angle roll offs myself.
Seems like I could use an AudioListener at the point of the sound sensor. At first I figured I could use an AudioAnalyzer and just read peak, but that won’t let me narrow down the direction of the sound unless I have a separate AudioListener & AudioAnalyzer duo for every single AudioEmitter in the game.
Is the only way to do this to use AudioListener:GetInteractingEmitters()
then go through and manually solve volume backwards via GetDistanceAttenuation()
and GetAngleAttenuation()
?