This would allow the developer to set a position where sounds are listened from. I need this in tiny tanks because I want sounds to be audible near the tank but I don’t want to be hearing them from across the map, but the camera is a few hundred studs away from the tank so the RolloffScale and DistanceFactor settings don’t have a large enough impact.
No. Doppler effect is something else entirely; [url]https://en.wikipedia.org/wiki/Doppler_effect[/url]
Unity has something like this called an AudioListener. It’s a bit different but can achieve this effect.
That’s interesting because your “ears” aren’t necessarily in the same place as your camera, particularly in third person. The camera could have an option that allows sounds to either be heard with respect to your camera’s location or the CameraSubject’s location, basically defining where the “ears” are.
Or the player could have that option. Or the sound service. Not sure which is most convenient. Probably not the camera.
That’d be really useful (assuming what that means).
[size=1]edit : [/size]I’ve had this problem in one of my games which is also in top-down perspective.
What about SoundService.ListenPosition? This would set the CFrame sounds are heard from to be at the position that you want but still in the direction of the camera. If the orientation of the camera isn’t preserved it could sound pretty weird.
You’re right, but IMO it should be up to the developer to be responsible for maintaining the camera’s orientation if they want the stereo sound to match the camera’s orientation. I support this being a CFrame.