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Editor Sound Source and Sound Occlusion questions and bugs


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Posted

Hi, some easy to reproduce bugs and some puzzling questions here:

1/ On any mesh object, edit the "Sound Occlusion/Occlusion" value. The value should be editable from 0.0 to 1.0.
The field is broken, as you cannot use the slider correctly; also entering a value manually sometimes works, and sometimes doesn't (stuck on some previous value).

2/ On a Sound Source: comment for Adaptation is incorrect

3/ Also, shouldn't Adaptation changes the gain of a sound when it starts playing? Or did I misunderstood anything?

I'm trying to have a *looping* sound fade in over a few seconds when the node is enabled, so I thought I could use Adaptation for that (I can't 'burn' the fade-in/out inside the sound file, because it's a loop).

4/ how can I have the sound fade away when the player is further from the source? If though Air absorption would do that, but can't make it to work inside the editor.

5/ min distance and max distance don't seem to work as explained: the sound gain is the same whatever the value of min in [0,max[, and the gain is brutally cut off when player distance reaches max.

6/ How can I get the sound to be muffled? (like if the player got some hearing protection gear)

Thanks!

Posted

Hi Stephane,

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1/ On any mesh object, edit the "Sound Occlusion/Occlusion" value. The value should be editable from 0.0 to 1.0.
The field is broken, as you cannot use the slider correctly; also entering a value manually sometimes works, and sometimes doesn't (stuck on some previous value).

Looks like there is a bug inside Editor, passed it to the dev team. Hope that would not take too long to fix.

 

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2/ On a Sound Source: comment for Adaptation is incorrect

Thank you, has been fixed already in internal versions and fix will be available in the upcoming 2.20 update.

 

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4/ how can I have the sound fade away when the player is further from the source? If though Air absorption would do that, but can't make it to work inside the editor.

Could you please check if your sound source is actually a mono file, not stereo? Fade works only with mono audio files.

 

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5/ min distance and max distance don't seem to work as explained: the sound gain is the same whatever the value of min in [0,max[, and the gain is brutally cut off when player distance reaches max.

That's also can be related with the Attenuation mode in Windows -> Settings -> Sound:

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Try to switch between different modes and also check the HRTF mode, maybe it would give you a better results. Otherwise I think we would need a small test scene with your sound source and your settings to test it out.

 

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3/ Also, shouldn't Adaptation changes the gain of a sound when it starts playing? Or did I misunderstood anything?

Adaptation affects how fast sound source will return it's gain after you remove/add sound occlusion. Higher values mean the sound will fade in or fade out longer. For your use-case I think it's better to write a custom logic that would change gain of the sound once after you enable it.

As for the muffled sound currently I'm afraid there is no solution available out of the box. Maybe playing around with Sound Reverb object and adjust hf gain will result in a similar results, but I'm not quite sure. Also it seems that Sound Reverb parameters can't be adjusted via Editor (probably another bug), need some time to figure out.

Thanks!

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Posted

Hi,

Indeed my main issue was caused by using a stereo sound source (which of course doesn't make much sense for a 3d located source), thanks for pointing this out. As a suggestion, maybe this could be a warning/info in the parameter tab on the Sound Source object.

Also, the Air Absorption works as expected for me and can be used to simulate a muffled source, so great for me!

As a suggestion for future versions, a fade-in/out on node enable would be great

Thanks!

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Posted
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As a suggestion, maybe this could be a warning/info in the parameter tab on the Sound Source object.

Yes, we would add more information in sound source tooltips.

 

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As a suggestion for future versions, a fade-in/out on node enable would be great

You mean to have fade-in on enable and fade-out on disable? In that case after actual sound disable it will still playing some time? I will create a ticket for the dev team to do some research in that area (with a minor priority atm).

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted
2 hours ago, silent said:

You mean to have fade-in on enable and fade-out on disable? In that case after actual sound disable it will still playing some time? I will create a ticket for the dev team to do some research in that area (with a minor priority atm).

Yes, initially I implemented this through a component on the SoundSource itself, and it works for the fade-in but of course fails for the fade-out because disabling the SoundSource also disable the component (duh!). Of course, I can move this to another node, but it become much less clear what the intent is. Anyway, low priority for sure :)

 

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