Sound (general)
closed
F
Flexy
I know this is worked on, but just posting so we have this listed. Overall sound quality, range of sounds, understandably etc. For example, yesterday I made a tiny avatar and the small size of the avatar was already enough that people's voice came across much quieter. Needs some tweaking how sound traverses, like there shouldn't be any major volume fall-off in a range of, say, 1-3m, but then, beyond this yes since otherwise it is difficult to have a conversation if there is many people in a room.
Log In
Tupper - VRChat Head of Community
closed
Post is too generic/omnibus post, closing due to this and also age/lack of activity.
Jone Skaara
3m is too short. We me and 8+ friends often stand in front of mirrors, lined up further than 3m talking. I want to hear everyone at full volume since we're all having the same conversation.
g
gg67
in progress
Release 2019.2.5 has some changes to how audio works in VRChat. See https://docs.vrchat.com/v2019.2.5/docs/latest-release
Jone Skaara
gg67: Ye it got worse.
It's now harder to hear people how are close but not right next to me, while I still can hear screaming kids across the room since Voice Prioritization was forcefully removed.
Tupper - VRChat Head of Community
We are currently looking into alternate audio spatialization systems for VRChat, which should solve many different problems and provide possibilities along the lines that were suggested in the OP.
As a part of this investigation, we'll also consider the possibility of tuning/adjusting the current spatialization system for improved fidelity, features, and performance.
Kalista Phoenix
What I have noticed is that IPD scaling effects sound in interesting ways, as it is currently.
It seems as if the scaling works from your viewpoint. So a giant avatar, who can see things closer, yet smaller, can easily hear someone on the ground, where they can barely hear the giant, because technically they are far away like 15 or more feet away, but to the giant, the small person appears to be close only a few feet away, just small.
It's sort of the inverse of what you'd expect to hear. A giant you'd think could be heard from far away, and small people you'd have to be close to hear
I can see how that would be a problem, annoying to hear giants talking over everyone (even if it'd be more realistic.)
Having the option per-world to how volume Scaling is effected would be nice though
Ron Millar (CCO and Design)
interested
Ron Millar (CCO and Design)
We have quite a few audio and audio sdk features planned. Being an audio guy I'm well aware of a lot of the issues and needs. Right now it's as best as it can be with a kind of "one size fits all" falloff that works with HRTF (spatial). We'll have more updates in the future. The way the spatial stuff works you can set a min range then a falloff but if you set min too high then it doesn't work in smaller spaces like the pug. There is actually a min setting already. At 3-4m the pug doesn't work. It's around 1-1.5m currently and falls off from there. It doesn't work in a linear fashion as that's not how the spatial tech functions. We need audio occulusion, more complex conversational algorithms for speech direction and location, audio "stations" to broadcast at authored ranges, world author settings (sdk), host/author worldwide broadcast, categories of user type (SDK) for things like audience and host (Gunters Universe) or games, etc. That can also be used for "regions" to allow only audio for that region to be head (SDK). The menu and sound categories also need updating so builders can assign audio to various channels. Something you can do in the meantime is play around with your Mic level, VRChat volumes for menu, sound effects and master volume.
poplopo
I don't know the fundamental issues behind the sound issues in Gunter's Universe, but I would love to see those fixed as well.
Casuallynoted
Absolutely. I can think of a few times where I've been leading someone somewhere and the second I turn away and walk a few steps they can't hear me at all.