[2019.2.5][FEEDBACK] Avatar audio's volumetric radius limitation
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naqtn
VRC_SpatialAudioSource document describes limitations for custom avatar audio.
> The far radius, (snip) Avatar audio is limited to a maximum of 40m.
> "Use Spatializer Falloff" is always enabled for user voices and custom avatar audio.
I understand this limitation is for safety and comfortableness.
Then, how about "Volumetric Radius limitation" ? I think it's also need to be restricted to smaller value.
(Edit. add below)
Is it possible to add AudioSource component without VRC_SpatialAudioSource on avatar? If no, please write about that to "Whitelisted Avatar Components" (https://docs.vrchat.com/v2019.2.5/docs/whitelisted-avatar-components) and VRC_SpatialAudioSource
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Tupper - VRChat Head of Community
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As noted in the comments and now in the documentation, Volumetric Radius is limited to 0 meters on avatars.
You can add an AudioSource component to an avatar, but it incurs heavy penalties and it will be limited severely. Please consult https://docs.vrchat.com/v2019.2.5/docs/vrc_spatialaudiosource#section-avatar-limitations for that information.
Tupper - VRChat Head of Community
in progress
Tupper - VRChat Head of Community
To partially answer your post, all Audio Sources on avatars will have a VRC_SpatialAudioSource added if it does not have one. I will clarify in documentation.
I will see about getting answers for your Volumetric Radius question. It may already be limited.
bd_
Tupper - VRChat Head of Community: will the near value be limited as well?
Tupper - VRChat Head of Community
CORRECTION: Audio Sources on avatars will NOT have a VRC_SpatialAudioSource added if it does not have one. Attempting to do so causes issues. We STRONGLY recommend using a SpatialAudioSource to control your audio properly.
If an avatar audio source does not have a VRC_SpatialAudioSource paired, the Audio Source will have a few things forced on it. This is documented here: https://docs.vrchat.com/v2019.2.5/docs/vrc_spatialaudiosource#section-avatar-limitations
But I'll also copy and paste:
If a VRC_SpatialAudioSource component is not paired with an Audio Source on an avatar, the Audio Source is heavily penalized.
The spatialization curve is forced to 0 -> min(40m, maxDistance) with an inverse-square falloff. Gain is forced to zero, and spatialization/spatialBlend is forced to 3D.
If you wish to utilize the full settings available for avatar audio, you must use a SpatialAudioSource.
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For avatar audio, we always force volumetric radius to zero.
Tupper - VRChat Head of Community
bd_: Yes, Near is forced to 0 on avatar sources.
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