Hello,
I am experiencing an issue where if setting the doppler scale in SoundService above 10 or 15 which is realistic compared to real life, the sounds tend to be very squeaky and glitchy sounding, when the sound parent object is traveling faster than 100 studs per second. (Also the distance factor is at default 3.33)
My theory is, it has to do with the network owner, as its set to the client and sound is playing over the server. It might have some sync inconsistencies and at higher speeds it becomes more and more of a larger tolerance gap between where the object is supposed to be, and where it is in the server. Since the sound has a larger doppler scale it quickly accelerates to the updated position, and then the next moment quickly decelerates, causing massive pitch changes resulting in the glitchy and squeaky sound. Could I be correct?
This system is for a train horn, where doppler effect is particularly important.
My main question is, is this a bug? Or is there any other way we could design this to be efficient but also work flawless for what we need? I spent hours playing around with the numbers, and searching the dev forums with no luck.
Thank you!
Best,
Dan