Update VRC_PlayerAudioOverride to Function When Used in Local-only Situations
complete
owlboy
Currently,
VRC_PlayerAudioOverride
is limited to functioning only in situations where it is used globally, or in other words the region and it's properties only function properly when they are kept in sync across all clients.Please update
VRC_PlayerAudioOverride
so that it can function completely locally. This would allow for much more dynamic and creative use of the component.--- --- --- ---
Example Use Cases for an updated
VRC_PlayerAudioOverride
that can function locally:• Simulating audio occlusion between rooms/floors - This would be a performant way to approximate audio occlusion.
• Allow for "microphones" to function only when the listener is in specified areas, so they are not amplifying the performer beyond the audience area. - For instance, I would like only people upstairs in The Pug to hear the amplification a stage microphone may provide. I do not want those on the first floor to hear those on the stage even better.
• Allow for voice amplification/attenuation to be coordinated between self-selected users dynamically (To fake things like "walkie talkies", "telephones", etc.) - admittedly a hack/workaround, but something many were excited to try.
• Allow users to set user-selected preferences.
• Allow those attending a show to selectively amplify the stage or attenuate the audience around them. - Putting control in the hands of the audience member.
• Many more creative uses I am not necessarily able to think of at this time.
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Phasedragon
complete
These options are available in SDK3
naqtn
Although this issue is posted as feature-requests, I guess local determination is also needed from a security point of view. Of course I don't know implementation details, if the determination that selects audio setting is done on sender side and listeners simply use that result, attacker might replace sending data with fake result.
owlboy
Example of someone assuming it works locally:
xxx_red_xxx
Oh man, with my tank combat world in progress I can only imagine how awesome it would be to put working radios in the tanks so they can communicate with each other. Def upvoting.
goblox
xxx_red_xxx: Another great example of one of the cool things we could do if they made it work locally.
goblox
Having the ability to have this function locally would be hugely beneficial for everyone.
Mimi
I just hope we can get the actual occlusion/reflection features
owlboy
Mimi: I want those someday too.
Make no mistake, I am not asking for this instead of proper Audio Propagation. I’m only asking for this feature to be more useful.
Mimi
owlboy: oh yeah, for sure. I just want to make sure I say that at every relevant point I can!
poplopo
It would be awesome to have this in Endgame for noise control/amplification.
owlboy
I was super excited to implement approximated Audio Occlusion when I first learned of this new feature. I was very disappointed when I learned the final implementation did not work locally.
Additionally, it is a bummer that the documentation appears to make no mention of the fact that this component does not work when implemented in local-only situations. You either have to attempt it yourself and find that is the case or be warned by another user. - Many users will attempt to use this in ways that would require it to function locally right away. Only to be confused and disappointed.
PhaxeNor
Going to ping goblox for this too. Improv would greatly benefit from having all these functions as the stage is quite large.