Increase or remove limit of active audio sources
Meliodas⠀
Hello,
I've been making a lot of avatars in my time playing this game, I've seen a lot of good updates regarding safety and optimization, but I cannot comprehend why the decision was made to disable all other active audio sources if they are over 3. You've already managed to fix World Audio, insanely loud audio, Allowed us to decrease the volume of avatar Audio, and Straight up allow to mute it. So why is the need to cut that down as well?
In this case of a personal project I was working on (DJ Sona) Which requires me to have multiple audio sources on but muted and dropped to 0 volume. That way I could easily shuffle, synchronize, and control it fully. But my entire project/avatar practically turned off because of its main feature is a
problem
Couldn't you either remove or revamp that client-sided toggle. Maybe make it in a way where it checks if the audio source is active and is emitting sound before turning it off, or make it that multiple active
playing
audio sources should be limited so you can't spam multiple layered audios.Log In
N
Nexal
My own ideas:
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.
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.
Especially trying to create complex guns that make alot of sounds inbetween actions, while trying to create placeable objects that react to being hit or used, in the same avatar, it makes many issues, like creating PVP interactions or mini-games in avatars.
GenesisAria
~Shizue~
You do realize that Unity only allows for a max of 64 active audio sources right? This includes player voices in VRChat, the ones in the world, etc. Hit that limit and either everything goes mute or only certain audio sources can be heard.
Now whether VRChat is purposefully limiting the active audio sources to 3 on avatars or it's something that Unity is doing is something I don't know. But in any case too many active audio sources is bad even if their volume is set to 0.
Meliodas⠀
~Shizue~: It is actually VRChat who is actively disabling any other audio source if it exceeds 3. I tested this and others have shared their experiences with it aswell. I do agree having extreme amounts of audio sources is not good. But a slight increase of the limitations to allow for some more freedom is something that shouldn't be that much of a problem with the current system in mind.
~Shizue~
Meliodas⠀: Well that brings up another issue. Even if you don't hit the 64 active audio source limit you may run into other issues like audio crackling which you may have noticed before, especially in instances with lots of users as either the CPU is not able to keep up or the audio engine behind it isn't able to keep up.
So in essence this would likely only benefit users who for some reason need a lot of active audio sources on their avatar, everyone else would be seeing downsides to it.
The issue was so bad on Quest that they actually disabled the ability to put audio sources on your avatar altogether, though in fairness it was never meant to be a feature on Quest to begin with.
Meliodas⠀
~Shizue~: I agree that the audio crackling would be an issue in cases with too many total audio sources. I don't really have a lot of remaining arguments to convince people to agree with me sadly.
Personally it would better for me to atleast increase it by a little but with their current system I guess that is not possible.