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Question by Kiloblargh · Nov 15, 2013 at 11:31 PM · audiovolume3d soundplayclipatpoint

Why won't 3d sounds play anywhere near 100% volume?

No, it's not the falloff curve. I set the min distance to 100, the camera is much closer than that, so an AIFF audioClip played with audio.PlayClipAtPoint should be exactly as loud as the same AudioClip played with audio.PlayOneShot. But the PlayOneShot (playing it as a 2d sound) is LOUD, and the PlayClipAtPoint (as a 3d sound) can not be well heard without the computer volume turned all the way up. If it was even half as loud I could work around it, but there is about a 20db difference between the loudest a 3d sound gets and the normal 2d sound volume. It seems there's no way for me to make the 3d sound any louder.

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avatar image KiraSensei · Nov 16, 2013 at 12:27 AM 0
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Can you post a screenshot of the audiosource component please ?

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Answer by steakpinball · Nov 16, 2013 at 12:27 AM

When using audio.PlayClipAtPoint a new AudioSource is instantiated. The rolloff curve is not copied from the audio component calling PlayClipAtPoint, it will be the default curve.

A workaround is to instantiate a prefab with the audio components set how you want them. Instead of doing audio.PlayClipAtPoint(clipToPlay, positionToPlay); do something like Instantiate(soundPrefabWithClip, positionToPlay, Quaternion.identity);

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avatar image Kiloblargh · Nov 16, 2013 at 02:58 AM 0
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Thanks! That is pretty stupid, though- it makes the PlayClipAtPoint function useless.

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