Insufficient spatialization for close-range audio sources (Follow-up on steam-audio-open-beta#1662)
Mosco_あしもす
I am reporting that the issue described in the previous Canny post steam-audio-open-beta#1662 has not been sufficiently resolved. (https://feedback.vrchat.com/steam-audio-open-beta/p/1662-steam-audio-beta-audio-sources-close-to-head-not-panned-hard-enough)
Specifically, the panning and spatialization of audio sources located in very close proximity to the head remain too weak. The separation between the left and right channels is not distinct enough when the source is near the ear.
This lack of accurate spatialization critically impacts immersion, particularly for ASMR content or intimate social interactions where close-range audio positioning is essential.
Below is a comparison demonstrating that the issue persists in the current build compared to earlier versions.
Reference Videos:
Live Build (2025-03-04) - Reference: https://youtu.be/8UoSqduh9Y0
Live Build (2025-12-07) - Current Behavior: https://youtu.be/j3RVQOdXbNo
Log In
イチシキ太郎_タロスティア
I hope it gets better 🙏
naqtn
Since there might be cultural "barriers", I'll explain the situation a bit. In the demo videos, they are role-playing ear cleaning, using an ear pick https://en.wikipedia.org/wiki/Ear_pick and a cotton swab.
So they expect it to sound like "in the ear". Also, when cleaning the left side in the video, if listening to only the right channel, Steam Audio "leaks" the rubbing sound a bit compared to the previous ONSP implementation. It is also the problem.