Stereo audio source on avatars!!
rollthered
This is a feature I thought we would have had from the start. Most audio inputs for animations on avatars are usually music or some form of 2 channel sound. This is a big issue when it comes to phase cancellation. If sound sources on avatars could be set to 2D but have a cutoff volume based on range everything in game would sound so much better, and it would also allow for more creative placement of sounds in game such as boom boxes on avatars and proper reverb in the sound files them selves to be played by the sound source. (This usually sounds much better than reverb zones granted it can be from a convolution reverb that takes an impulse to drive the reverb itself.) I really hope this feature gets taken into consideration as sound is possibly the most important thing for immersion aside from the visuals.
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rollthered
This is more relevant than ever considering VRC is working on new spacialization in the current beta. Please make this a thing! Seriously urks me whenever an avatar has horrible mono audio.
Godfrey Meyer
I would like good audio from avatars for Radio Show
rollthered
Godfrey Meyer: All we need is stereo and the phase cancellation won't be as much an issue.
akalink
wait did this break in 2017? This was all possible before.
rollthered
akalink: As far i know and have tried, this has never worked in any version of vrchat. If you have a way to get a single stereo audio source on an avatar, please let us know so i can delete this thread.
akalink
rollthered: I'll test first to be sure but I'll reply when I know for sure.
rollthered
akalink: Sounds good, let us know.
rollthered
akalink: Still waiting on you to leave any proof that this still works. I need to know if there is a workaround of some kind so i can delete this thread.
akalink
rollthered: I haven’t had the opportunity yet
akalink
Seems that the SDK changes avatar audio to fully 3D upon upload. This completely cuts out the right channel. You can have both channels if the audio is forced to mono in the import settings. Also worth noting is that the sdk doesn't reduce volume if its under a dynamic bone transform. I haven't been able to test attenuation yet.
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rollthered
akalink: Thank you for the reply. I will be leaving this thread up as forcing the import settings to mono removes the stereo separation causing the phase issues mentioned earlier.
akalink
rollthered: np. It appears this affected by sdk. A while ago the sdk added safety features to the sdk to prevent sound souce abuse. It maybe worth having forced attenuation instead of forced 3D