Increase audio source limit
GenesisAria
Currently the max audio sources that can play at once time is 3... after 3, additional sources will refuse to play...
I can only assume this was implemented to prevent people from putting 10 of the same audio source to make loud earrape whatever, but for creators this is a severe limitation.
In my case, i am very prideful of dealing with quality audio, and making good use of audio source placement and so on. Using right/left channel splitting for stereo, using mono sources for individual effects and so on. But with only 3 active audio sources, it's basically impossible to do anything really inventive and dynamic with use of audio sources. It doesn't stop people from making loud shit, it just makes it harder to make more legitimate stuff to show people.
Log In
N
Nexal
Idea:
Create a VRC equivalent to the Audiosource, similar to how they are creating similar things to other assets like Physbones and VRCConstraints
- Allow 1 2D audiosource per avatar, anymore and you cannot upload.
- Allow atleast 6 audiosources to be played at a time. (2D audio obv counting)
- Add additional features like:
Playback speed: Control the speed instead of just pitch
Delay: if more than one clip was inserted at a time, could delay between when they begin upon play to create more optimization as it'd be only one object. (like the start delay on particle systems)
StartPlayingAt%: Could be animated so when playing, start at that percent in the clip instead of only at the start.
EndPlayingat%: Same as start, but dictates the end.
with the new AnimatorPlayAudio behaviour, it is even more limiting then it has to be, i would've thought the animatorplayaudio would've be less limiting to make it more wanted to be used, but i guess not.
Playback speed examples:
You could create an audio that could be sped up and not sound ugly because of it being pitched up.
StartPlayingAt% Examples:
you could create a bunch of different audios in one clip, and set different percents that would lead to them.
Ultimately using one script, for an infinite number of sounds.
You could use for a looping effect with one clip instead of 2 or more if you want an end loop sound.
The Start of the loop sound at the start, then set Startplayingat% to 20% in the clip, around where the loop begins, then it will loop at 20% in the clip instead of 0%.
EndPlayingAt%: Same thing as startplaying, but dictates an end, like for gun shot loops, you could put 80% of the clip as the gunshot loop, then "end" the loop early at 80%, then when the gun stops shooting, animate the endplaying% to be back at 100% instead.
GenesisAria
As someone who's an avid RTS player, i have experienced games running dozens upon dozens, perhaps even hundreds of simultaneous audio sources, using culling systems that check based on volume and/or distance, as well as the priority bias specified per sound, (they also combine same sounds to make a louder sound instead of 3 sounds overlapping at the same time for performance), and either play them straight through channels or pre-mix them for a single channel output, but this has been present in games since the 90s - why does vrchat lack this simple fundamental feature? If vrchat had this, then hard limiting sources would be pointless.
GenesisAria
GenesisAria
Honestly even 5 simultaneous audio sources on an avatar would be extremely liberating. However more than that would be a godsend. 3 is absurd.
ElfMom
Going to bump this, because this is a real pain for sure. 3 audio sources is kind of arbitrary, and pretty limiting. For a platform that prides itself on user created content, VRC sure loves to restrict user created content
xxx_red_xxx
Yeah, world audio is much worse than multiple audio sources playing cause you can hear it across the entire map.
Floppiii
I agree, I ran into this issue aswell before. Since an audio source is always mono we want some stereo effects aswell to use two at once, and if you wanna do it a second time? Naaaaaaah 1 too much