I have the following situation; I have a zombie for example that randomly patrols and all. I want the zombie to be constantly listening for sounds other then a few blacklisted such as ambient and such.
Is there a possible way where I can get all sounds playing and then first tell of the sound reached my position and second a way to tell the point from here it came. (This being done for all sounds)
To make this easily, make a custom module script for playing sounds, and that for everytime you need to use it to play a sound, you need to provide a Vector3 parameter.
The module will also need a table to store all the currently playing sounds along with their coordinates, and you want to remove a sound from the table when it is done playing
What Gift said is the easiest way, just need to solve for the roll off attenuation.
Roblox does have a built in mechanism for listening to audio that includes some seemingly awesome features such as angle attenuation that could be used to emulate the shape of the Zombie’s ear. Issue is it’s insanely involved to setup and means overhauling how all of the spatial sounds in your game work.
I looked into it somewhat well. My game will be based a lot on sound however I am pretty far ig already. I may be wrong but is this new audio system just gonna do the calculations for me but just has extra extra steps?
My point being the original audio system can achieve the same or close enough?