i was playtesting just now and the IsEligibleToPurchaseSubscription key was picked up by my PolicyService wrapper - is this linked to release 618 as well?
additionally, is the value 0 (which my wrapper reads as false) because the feature isn’t fully rolled out yet?
IsEligibleToPurchaseSubscription hasn’t been documented on the PolicyService page so i was wondering if this was the case
Just because something can be useful doesn’t mean that it makes sense to do. Global variables are awfully convenient in the short run but tend to cause a lot of awkward problems in the long run.
The new Audio API tries to avoid having global state unlike the old one.
Did studio performance drop massively with this update? I was running a place fine at a smooth 60 fps, then i updated studio and the performance got halved unless i dropped my graphic quality level
Are we ever going to see more control for the EQ? I saw that there is a mid range Hz control now but no high and low controls? Will we ever get a slider based parametric EQ? 3-Band EQ would be great if there was band Hz control. The audio emitter fix was definitely needed.
In addition to what @tnavarts said about global state not being ideal, SoundService.AmbientReverb didn’t really work well with AudioPlayers & AudioDeviceInputs.
Since 3d spatialization is accomplished by separate AudioEmitters in the new API, file-players and device-inputs ended up sending un-spatialized, “2d” sound to the global reverb, even if they were wired to one or more emitter(s)
Hey @iiLiamz_Law, this release note refers to the distance attenuation API, which is complete in and of itself, but we’re working on some QOL & usability improvements before enabling it
hi @ReallyLongArms, is there any more updates regarding the rolloff editing & distance attenuation API for AudioEmitter objects? this is a major feature for my game audio system, and would love to be able to get my game released ASAP with this new rolloff editing!