Why do 3D sounds get muted when behind the player?
I noticed that turning your back towards the 3D audio source completely muted the sound, how do you fix this?
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In the 3d panning options there's a slider for sound volume from behind, if automatic panning is disabled, hope that helps.
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good shout Marcilein! Thanks :) The tweak is called Rear Speakers Volume - turn that right up.
Ed -
Awesome! Just wondering though, why is this not on by default?
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Hi MadPropz,
It's actually because most games we make, (and seemingly you guys do too) feature 3rd person mechanics. When in 3rd person, it makes more sense to keep what's visible - audible. And what's hidden behind you, less audible.
Obviously the world doesnt quite work like that in real life, but when you have a lot of sounds in a level, the mix is less cluttered and more focussed if stuff that is off-camera is reduced in volume.
Finally, because the game camera is the listener in Dreams - and the player character can be tweaked to be far in front of the camera, spinning the camera around can result in you hearing sounds quite prominently that are not near your character - but are near to your camera. Reducing the rear speaker volume by default helps reduce the weird effect this can cause.
In the future I do want to suggest a feature that allows the listener to be detached from the camera, but that's a way off.
Thanks!
Ed
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