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in my game there is a city, and in the city is a bar. you can't go in the bar but i want you to hear the music a little bit, and i want it to be muffled so it sounds like its coming from inside the bar, and its muffled by teh walls. is that possible?
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http://uk.answers.yahoo.com/question/index?qid=20091212050201AA9YUBs Not much of a way you can do this, but why not just record/make an effect on the sound that makes it muffled? As the player never hears the actual sound, let them just hear a muffled version of... Shouldn't that work?
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"Muffled" generally means that high frequencies are filtered out. A lowpass filter is perfect for a bar's walls. They even used in a Unity 3 promo video that featured music coming from a bar! ;-D so should i do what Semut said with the triggers because i do not have pro?
Mar 29 '11 at 04:37 AM
Tyler Alvis
No. It's a waste of your time. You should plan, in your code, for having Pro, then buy it when you can. It's not that much money if you're just getting the standard license.
Mar 29 '11 at 10:52 AM
Jessy
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You are are referring Audio Filters (High/Low pass) from Unity Pro feature. Here some quote
Unity features comparison here: http://unity3d.com/unity/licenses see the Audio Filters Detail here: http://unity3d.com/unity/engine/audio But in case you are not using Unity Pro, you can create some sounds that have different high and low sound volume that placed around the bar, and applied collision trigger with it. So when character get the trigger the correct sound will be played. That will solve the problem but with more effort. Volume refers to level independent of frequency. Lowpass filtering makes the high frequencies quieter than the low frequencies.
Mar 28 '11 at 06:32 PM
Jessy
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