What is an AudioFader?

I’m not sure what the point/use of the AudioFader is considering all it does is this:

But my point is, what’s the point in this when you can just change the volume of an audio stream VIA the AudioPlayer itself anyways?


Am I missing something, or what? If I am, then I think the Documentation could do a better job explaining it for newbies to this new API.

1 Like

Also, slight off-topic question, is it ok to wire all AudioPlayers to the same AudioEmitter? Or do they each have to have their own AudioEmitter?

My AudioEmitter is next to an AudioListner anyway, so I don’t think it matters. I’m not bothering with surround sound, it’s too complicated.

1 Like

It multiplies the audio volume, so a fader with volume of 0.5 will play the sound at 50% volume.

You can use it for things like volume settings. For instance, imagine some music in your game has a base volume of 1, but another has a base volume of 2, because it was exported at a lower volume. If you were controlling the volume from a settings menu, you would have a harder time setting the volume, since they are different per sound. With a fader, you can just change the fader volume without having to worry about the base audio volume. It also helps a lot if you have more volume-changing code, like making a sound fade in/out when in starts/ends, since you dont need to do any calculations for the volume.

The word “volume” was said 14 times in this reply, including this sentence :fearful:

2 Likes

Its just a multiplier, ie: 0.5 it makes the input stream 50% quieter, or 2 makes it 100% louder on the output stream.

1 Like

Ah right, so kind of like the LocalTransparencyModifier property on parts? – I don’t see why they couldnt of just made a LocalVolumeModifier, but alright.

So, it basically ignores the actual volume of the player, so if the player is say .001 and you add a fader with it set to 1 it will play it at 100% volume regardless, yeah, I don’t see ANY use case for this whatsoever when you can just use the volume on a player anyway, even for scripting, I don’t see a use for it.


I take back everything I said, now I see the use case, that’s nice! I do indeed have volume settings in the making, so this will make it easier, this is great! Although I still think just adding a property called like LocalVolumeModifier or something would of made a lot more sense, to be honest.


Fantastic!


:laughing:


Well, thank you for explaining it, now that I know it’s basically just the LocalTransparencyModifier property for parts but for audio, I am going to use this a lot! :slight_smile:
:+1:

1 Like

Also, @BackspaceRGB could you answer this if you want to? It would help a bunch! :slight_smile:

They can all be connected to one AudioEmitter, but I dont see why you would want to do that, since everything will play from 1 position in the world

Ah, thank you!


That’s how I have my Audio set up, is this wrong to set it up this way? – I have 2 physical parts, one is for the emitter, the other is the listener. I technically have 2 listeners, because there’s also one in the camera for audio around the game. I have this setup for background music (e.g., the main menu music or music for certain areas).

For “global” sounds like background music, you can just wire an AudioPlayer straight to a AudioDeviceOutput

1 Like

..Oh… :person_facepalming: Oops, I didn’t know, thank you. Gosh I wish I knew this before. Now I’m going to have to restructure all the global/background audio..