[1725] 2D world audio with falloff is converted to 3D, spatialized audio.
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evalka
Particularly notable in many club/audiolink worlds, audio that is entirely directionless but has volume falloff on live is being made directional, losing stereo information in the process.
Video included, same world on open beta vs steam audio beta, alongside the audio source settings in that world.
Solved: Issue with older ProTV versions interacting with Steam Audio
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StormRel
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_tau_
Can you post a world link to a demo where this can be observed?
evalka
_tau_ The world in the demo video linked below is https://vrchat.com/home/world/wrld_bf5b2fe7-75e1-492e-816b-19c54d9c9ade/
I could put together a testing world too, I'm definitely interested to figure this out in detail.
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_tau_
evalka: I have investigated this and it seems like this world is hitting a very strange edge case. I believe this is an issue by the world however.
The behaviour is caused by the
spatialize
flag being set on the audio source. This is turned off on load, but an Udon script sets it to true.Why does this work on ONSP then? Because due to a workaround for a very old bug, VRC enforces the default ONSP settings whenever an audio source starts playing, which includes setting "spatialize" to false. This overrides the (presumably incorrect) Udon
true
flag from earlier and makes it work in Stereo.I could add some workaround to keep this behaviour, but truthfully I think it makes a lot more sense if Udon can actually control this flag.
Given it previously didn't really work, I wouldn't expect much content to use this either.
evalka
_tau_ Damn.. that complicates things. I have no idea what could be forcing it to true, but I'll keep looking for a fix; this issue effects a lot of my worlds.
Update: It seems to be ProTV automatically screwing with its own audio source, I've implimented a fix into 7 worlds that is simply making the audio completely global; it no longer fades near spawn on those where it used to, I'll have to find alternative functionality for that.
evalka
_tau_ the bug isn't VRChat's, just a side-effect of how ProTV handles its audio not meshing well with the steam audio changes, feel free to close the post
techanon
evalka If you are using any version of ProTV released within the last 2 years, ProTV only ever touches the game object active state, audio source mute and audio source volume. The speakers default to spread 180 and by default does not come with the VRCSpatialAudioSource component (users can add it themselves without issue if they know what they are doing with it).
I took a look at your world and it appears to be using a _very_ old version of ProTV, specifically a version prior to https://protv.dev/changelog#300-beta8-2023-11-02 when the speaker management was overhauled. It is highly recommended to update to the latest 3.0.0 beta.
https://protv.dev/start docs.
evalka
techanon It's alright, I'd been sticking with the older player for consistency & simplicity as a few friends had recommended doing so for event worlds specifically. 3.0 is far more complicated and, while that's good when the player is being used unmodified, for my usages it would keep introducing issues, especially with the AudioLink integration.
I've since moved to using VideoTXL and will likely be updating my older worlds with it, it's been far more consistent & having integration with TXL's access system helps a lot too.
evalka
techanon An update on this TXL vs ProTV handling thing: Further experimentation (and a very large event with which to do so) has led me to further weird conclusions, in that all versions of ProTV handle syncing far better than VideoTXL (primarily: if someone lags and the video drops behind, ProTV will recover it back to syncing with others and TXL seems to not care? People were 15-20 seconds off and VJs were doing cues seemingly randomly.)
sooo I've moved over to ProTV 3.0 for future use and I'm just gonna not modify the player as much as I'm used to
techanon
evalka you can ask people in the protv discord about the specifics of your customization needs. Might have some helpful insight.
evalka
techanon Been figuring things out a lil, I may pop by though! thank you
RuneFox237
A workaround for that should be to set the spread of the audiosource to 0.5(180) on the slider. That forces the directionality of the audio to be in both ears equally regardless of directionality.
evalka
RuneFox237 Tried that myself while testing, it still loses any stereo information by the sounds but I'm thinking of implementing it as a temporary fix in my worlds
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_tau_
The "Spatial Blend" slider would be the workaround for this one.
evalka
yippee for corrupt video file! here's a youtube hosted video/