Set 3D Audio Options
What it does: Enables and sets the possible 3D audio options needed and returns an AudioError (see Possible Errors), showing wheter and how setting the 3D audio options failed.
- DOES_NOT_EXIST
- MISSING_WRAPPER
- MISSING_SOURCE
- MISSING_CLIP
- CAN_NOT_BE_3D
How to call it:
SoundName
is thename
we have given the sound we want to playMinDistance
is the distance the sound will not get louder atMaxDistance
is the distance the sound will still be hearable atChild
is theChildType
that we want to call this method onSpatialBlend
defines how much the sound is affected by 3D (0f = 2D, 1f = 3D)Spread
is the angle the sound will be emitted at in degrees (0f - 360f)DopplerLevel
defines the doppler scale for our sound (0f - 5f)RolloffMode
defines how the sound should decline involume
between the min and max distance
string soundName = "SoundName";
float minDistance = 1f;
float maxDistance = 500f;
ChildType child = ChildType.PARENT;
float spatialBlend = 1f;
float spreadAngle = 0f;
float dopplerLevel = 1f;
AudioRolloffMode rolloffMode = AudioRolloffMode.Logarithmic;
AudioError err = am.Set3DAudioOptions(soundName, minDistance, maxDistance, child, spatialBlend, spreadAngle, dopplerLevel, rolloffMode);
if (err != AudioError.OK) {
Debug.Log("Setting 3D audio options for the sound called: " + soundName + " failed with error id: " + err);
}
else {
Debug.Log("Setting 3D audio options for the sound called: " + soundName + " succesfull");
}
Alternatively you can call the methods with less paramters as some of them have default arguments.
string soundName = "SoundName";
AudioError err = am.PlayAt3DPosition(soundName);
if (err != AudioError.OK) {
Debug.Log("Setting 3D audio options for the sound called: " + soundName + " failed with error id: " + err);
}
else {
Debug.Log("Setting 3D audio options for the sound called: " + soundName + " succesfull");
}
When to use it: When you want to make a 2D sound gain 3D capabilities via. code instead of the ScriptableObject
.