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3D Audio: Selectively Apply the Doppler Effect.
To sum things up briefly:
I have 5 objects in a scene. In this scene I need three of the objects to emit ambient music. The other two objects emit sound effects.
I need the music emitting objects to still update the volume based on the 3D position, but I need them to NOT apply the Doppler effect(No change to pitch/speed for synchronization reasons)
The other two objects DO need the Doppler effect active. Is there any way to achieve this?
So far I've only found a way to turn the Doppler effect on or off for the whole project. I've also found it's possible to apply only the Doppler effect and disregard position for volume. Shouldn't the reverse be possible?
Any help and input would be great! Thanks in advance for any replies. ~Jan
To clarify: In case it wasn't clear, by Doppler effect I mean the pitch distortion that happens based on the current 3D position and velocity relative to the audiolistener. I've confirmed the volume only-works.... but unfortunately only when the Doppler effect is disabled project-wide.
If there isn't a way to set the property, is there a workaround maybe? Thanks again for any input! ~Jan
im not sure if theres a work around using the inbuilt audio settings (i could be wrong i havent honestly looked) however the science of doppler isnt to difficult so creating your own sound script to recreate the effect shouldn't be too hard. I will be back after some research. sorry i cant be more help
Thanks a ton for looking into it. I'm wondering which approach would be simpler, if it comes down to re-coding part of the effects myself: Attempting to code the doppler or attempting to code the playback and fade in/out. I assume synchronization may end up being harder so coding the doppler may be the way to go if there's no other workaround.
Thanks again for looking into it
Still no luck. Still looking into it. Any further help/input would be awesome. Thanks in advance
Answer by Sren Christiansen · Mar 30, 2010 at 08:43 AM
This is unfortunately not possible in 2.6 (unless you implement 3D panning yourself). However, 3.0 will expose this per audiosource (if it's any consolation).
Thanks a ton. Really wanted to confirm this. Will be very much looking forward to the release of 3.0, then. We'll just put this particular part of the project on hold until we can work with the new version.
Thanks for the support everyone!
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