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3D Audio: Selectively Apply the Doppler Effect.

To sum things up briefly:

I have 5 objects in a scene. In this scene I need three of the objects to emit ambient music. The other two objects emit sound effects.

I need the music emitting objects to still update the volume based on the 3D position, but I need them to NOT apply the Doppler effect(No change to pitch/speed for synchronization reasons)

The other two objects DO need the Doppler effect active. Is there any way to achieve this?

So far I've only found a way to turn the Doppler effect on or off for the whole project. I've also found it's possible to apply only the Doppler effect and disregard position for volume. Shouldn't the reverse be possible?

Any help and input would be great! Thanks in advance for any replies. ~Jan

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asked Mar 24 '10 at 01:03 PM

nnx gravatar image

nnx
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To clarify: In case it wasn't clear, by Doppler effect I mean the pitch distortion that happens based on the current 3D position and velocity relative to the audiolistener. I've confirmed the volume only-works.... but unfortunately only when the Doppler effect is disabled project-wide.

If there isn't a way to set the property, is there a workaround maybe? Thanks again for any input! ~Jan

Mar 24 '10 at 05:57 PM nnx

im not sure if theres a work around using the inbuilt audio settings (i could be wrong i havent honestly looked) however the science of doppler isnt to difficult so creating your own sound script to recreate the effect shouldn't be too hard. I will be back after some research. sorry i cant be more help

Mar 24 '10 at 06:51 PM sacredgeometry

Thanks a ton for looking into it. I'm wondering which approach would be simpler, if it comes down to re-coding part of the effects myself: Attempting to code the doppler or attempting to code the playback and fade in/out. I assume synchronization may end up being harder so coding the doppler may be the way to go if there's no other workaround.

Thanks again for looking into it

Mar 24 '10 at 07:38 PM nnx

Still no luck. Still looking into it. Any further help/input would be awesome. Thanks in advance

Mar 25 '10 at 07:08 PM nnx
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2 answers: sort voted first

This is unfortunately not possible in 2.6 (unless you implement 3D panning yourself). However, 3.0 will expose this per audiosource (if it's any consolation).

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answered Mar 30 '10 at 08:43 AM

Sren Christiansen gravatar image

Sren Christiansen
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Thanks a ton. Really wanted to confirm this. Will be very much looking forward to the release of 3.0, then. We'll just put this particular part of the project on hold until we can work with the new version.

Thanks for the support everyone!

Mar 31 '10 at 12:30 PM nnx
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please note that it is a relatively common task

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answered Jul 27 '10 at 11:47 AM

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mcfrei
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asked: Mar 24 '10 at 01:03 PM

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Last Updated: Mar 24 '10 at 01:03 PM