[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.
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StormRel
needs more information
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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
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/