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3d Audio Not Updating Listener Position When Time.timeScale set to 0
Hello there,
I have an audio listener attached to my main camera (with a static position offset). During gameplay this setup works just fine and 3d Audio works great.
My problem comes during my pre-level fly over. Before each level the camera flies over the level from the goal to the starting position to give the players a general idea of the lay of the land. During this fly over I have the game paused via setting timescale to 0. The fly over is achieved using Time.realtimeSinceStartup to get around the timescale being set to zero.
I've done some testing and my 3D sounds work fine once the time scale is set back to 1. I even tried setting the time scale to .01f. The 3d sound works fine at .01 and 1 but i would really prefer not to have the timescale be anything but zero because it looks jenky to have the NPC's sliding around during the pre-level fly over.
Anyone know of a setting on the AudioListener that will allow it to update its position outside of the timescale or even a function I could call during my fly over (i'm using a coroutine) that I could use to update the listener's position?
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