Amazing. Thanks for the tutorial. Such a small detail to create fantastic immersion. Although it's slightly annoying that it can't be a cube or a sphere.
Hey great tutorial, quick question, I'm new to the audio side of game design and I'm looking to emulate the convolution reverberation of a concert hall, to provide a degree of realness of what that space might sound like in real life, in terms of reverb and sound level as the 1st person character walks/flys through space and gets closer to the stage the louder the sound will get and depending on the direction the player is facing the direction which the source (a theoretical point representing an orchestra) is playing. Any directions on how to set this up will be deeply appreciated, I've just started watching your material and look forward to hear from you!
Attaching the reverb zone to the player when they enter the room? Interesting but kind of awkward too. Why not use the trigger volumes in each room to switch between mix snapshots. I believe this is the way the mix window was intended to be used.
ah good ol' BurgZerg.
Love it when I youtube something and find you :)
Amazing. Thanks for the tutorial. Such a small detail to create fantastic immersion.
Although it's slightly annoying that it can't be a cube or a sphere.
You are one of the best unity tutor out there on youtube
Great Content
Thanks Man.
Glad to hear that you liked the video :)
wow that's a cool feature I didn't even knew it existed in unity ! thanks !
+Pesm there are going to be a few audio things covered this week that most do not know about :)
That's a great idea with the triggers ! BTW I wish you'd get back into Unity ours changed so much.
Thank you for the vid :)
Is it possible to get the interpolation value from this ? I would like to use this for other things
Thank you so much 🙏
I would like to have only some sound effects affected by the reverb zone. Is this possible?
What is your favorite audio reverb zone preset?
Hey great tutorial, quick question, I'm new to the audio side of game design and I'm looking to emulate the convolution reverberation of a concert hall, to provide a degree of realness of what that space might sound like in real life, in terms of reverb and sound level as the 1st person character walks/flys through space and gets closer to the stage the louder the sound will get and depending on the direction the player is facing the direction which the source (a theoretical point representing an orchestra) is playing. Any directions on how to set this up will be deeply appreciated, I've just started watching your material and look forward to hear from you!
Attaching the reverb zone to the player when they enter the room? Interesting but kind of awkward too.
Why not use the trigger volumes in each room to switch between mix snapshots. I believe this is the way the mix window was intended to be used.
Where did u get the option for Audio Spatializer? I would need that one for a project.
Thank you!
This only changed the sounds of my UI and not of my voice or other players voice in VRchat.
Heh I wasted time re-creating this with a custom script...