Ever since I started rolling out the new Audio API on all of my school buses, a few engine and reverse sounds have started to become extremely distorted. Other sounds also become distorted due to the engine sound, and it’s a painful experience for all users.
The only possible interference may be the grille or something in the hood, as listening from inside the bus sounds normal.
I’ve attached some videos, although they don’t effectively show what’s happening.
Hey @Clino_Bus72 – one of the design features of AudioEmitters and AudioListeners is that you can wire the output of a listener to wherever you want – this includes wiring it back into an emitter if you wanted to
The problem with that – just like speakers and microphones IRL – is that it can create a feedback loop that gets louder & louder.
To prevent this scenario from getting infinitely loud, we opted to have listeners distort, instead – the distortion is still unpleasant, but there’s at least an upper limit to how loud it can be.
Unfortunately, the distortion is implemented in such a way that it kicks in whenever the listener hears anything loud enough, whether that was the result of feedback or not – so that’s probably why you are experiencing this with certain loud assets up-close.
As a workaround, you might be able to reduce the source-volume of these assets, before they are emitted, and before the listener can observe them – or, give your emitters a custom DistanceAttenuation curve that isn’t as loud when heard in close-quarters
Albeit this did work for the main engine sounds, other sounds were still being distorted. Changing volumes for said sounds simply wouldn’t work, as they are crucial to the operation of said buses.
I opted to find new idle sounds, and everything’s working as intended now. Thank you for your help!