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Why some audio sounds are not hearable if "3D Sound" is checked ?
I recorded a sound that I want to be played in my Unity scene but I'm not able to hear it. Only a little noise is produced even if the camera audio listener if near the audio source. Note that I don't have this issue with all my recorded sounds, only some of them.
Also note that if I uncheck "3D Sound" in the asset inspector, the sound is perfectly hearable like if it was played with VLC.
Why this is happening?
Please download and test it: unlock.zip
if the object with sound source is far away from camera, you cant hear it!
"even if the camera audio listener if near the audio source"
Answer by grofie · Apr 16, 2014 at 09:31 AM
The actual volume arriving at your speakers depends on the distance between the 3D sound audio source and the audio listener. In the 3D sound settings of the audio source you can setup how this distance should affects the volume: The Volume Rolloff defines how the volume gets reduced by the distance (linear, logarithmic or a custom curve). The Max Distance value determines at which distance the sound cannot be heard anymore. If you cannot hear your sound you should set this value higher first.
I also recomment to turn off the doppler effect since it makes some strange noise on moving objects.
Answer by yann-papouin · Sep 02, 2014 at 06:06 PM
Ok I finally found why this sound was not audible. It is due to the Spread parameter that I need to set to 180°.
I think that it could be related to the axis switch caused by 3dsmax.
Actually, the problem is within the sound file itself. Try the file attached (I corrected it). The problem is stereo image of original file not in Unity (I'm not sure how advanced in audio you are so I don't go into the details now). If you use it then you don't need to set Spread to hear anything.
I would also like to point that there is not much reason in using stereo, 24 bit, 88.2 kHz sound file, especially for such a short click. It should be in mono (no risking in problems like this). But I put back the attached file in the original format.
I quickly opened your version in Audacity, and I can see that the first waveform has been flipped "vertically".
I'm really interested to know how you did to find this and if you have a link that explained the incidence of this modification.
For the sound settings, I just kept the value I used to record my sounds.
You are right - I flipped it back. Actually - it is the first suspect when sound cancelling happens. And it is easily audible - especially on headphones.