Listener Gadget
Audio 3D panning uses the camera's current view as the position of the listener. This is fine for first-person games. But not so good for 3rd person, 2D, or isometric games--where the listener would normally be the character itself. And in some cases the camera view can be *very* far away from any sound sources... making the 3D panning feature useless, but worse actively problematic to use--making audio too quiet to hear when the character is right next to them and it should be loud.
There are workarounds I've taught to the community in the past. But if you're using a kit or elements built for first-person (or more likely, without thinking about how it could be used)... for an isometric game instead, you have to manually change how the 3D works for every object.
Enter: the "Listener" gadget.
All this does is have a position and orientation (and scale for range perhaps?). Like a tag. But the game uses that object as the position (and transform) of the listener. So you could replicate the same behaviour by putting it into a head tracker of course. Or you could put it on a character. Or teleport it to a character's position, but look-at the camera view... We'd have full control over how that works and use it in more flexible ways.
If there's no Listener gadget in the scene, the camera view is used instead.
This would really help people use existing sounds that are set to 3D by default, with *any* project they're working on. And support 2D and isometric game creators much much better.
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