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3d audio source 2d game distance damping mono sound
say i have 2d game with listener in the center of the screen. I want objects destroyed farther from the center to be quieter than closer objects. But i also don't want panning, no matter from which direction the object get destroyed i want equal levels of volume in both speakers.
How do i go about achieving this?
Answer by MakeCodeNow · May 21, 2014 at 09:25 PM
Mark the sounds as 2D, then compute the distance attenuation yourself and set that to be the volume of the source for the sound.
You can also try using regular 3D sounds and setting the source spread to 180, but I'm not sure that you'll be happy with the results.
good idea with the manual calculation. Why do u think a 3D sound with source spread set to 180 wouldn't be as good?
I've just never tried it so I don't know how well it'll work given your expectations.