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Question by wavioli · Jun 11, 2012 at 11:01 AM · audioz-axisrolloff

Volume and rolloff - can you ignore the Z axis?

hello!

I am wondering if there is a way to ignore the Z axis when unity is computing audio roll-off?

We are creating a top down zelda type game that has a script to move objects in front of/ behind the player, and this is sometimes causing unwanted rolloff, even when the player appears to be right beside the object.

Muchos Gracias!

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avatar image Fattie · Jun 11, 2012 at 07:53 PM 0
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a simple solution is just always $$anonymous$$OVE the sound source so that it is in the plane (or whatever) you want !!

So, add a one-line script to your sound source that keeps the Z value where you want. un plaer!

avatar image wavioli · Jun 12, 2012 at 11:19 AM 0
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ugh why didnt I think of that! facepalm

thanks :)

avatar image Fattie · Jun 12, 2012 at 11:36 AM 0
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i truly hope it helps !!!

note that in some case depending on your physics, you can even more simply just click the damn "fix Z position" checkbox in the inspector !! then it will move around but keep the Z fixed inplace.

ALso sometimes this can help: leave your original sound thing where it was (this may cause less confusion for some other reason). call that one the "virtual sound thing". then just make a "real sound thing" which indeed simply follows it every fixedupdate but with your fixed Z value.

i like having such "virtual" game objects or "tracker" or "measuring" objects and my scenes are packed with 'em.

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Answer by Bunny83 · Jun 11, 2012 at 11:04 AM

No, the roll-off process is completely internal and you can't influence how it works.

You could compute the distance manually and apply your own roll-off formular to the volume.

edit
Something like that:

 //C#
 public float maxDistance = 10.0f;
 
 Transform listener;
 Transform myTransform;
 AudioSource source;
 float initialVolume;
 
 void Start()
 {
     AudioListener tmp = (AudioListener)FindObjectOfType(typeof(AudioListener));
     listener = tmp.transform;
     source = audio;
     myTransform = transform;
     initialVolume = source.volume;
 }
 
 void Update()
 {
     Vector3 distVec = myTransform.position - listener.position;
     distVec.z = 0; // ignore the z axis
     float dist = distVec.magnitude;
     
     // linear
     float falloff = Mathf.Clamp01(1.0f - (dist / maxDistance));
     
     source.volume = initialVolume * falloff;
 }

Keep in mind that the listener have to exist when the script's start is executed. If you instantiate your player at a later point in time, you have to trigger this initialization manually.

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