![]() The smaller your part, the less pronounced this change will be. ![]() Notice how Listener A is further from our city, giving them a more directional soundscape and narrower sonic field than Listener B. It’s one thing to read about the change, but it’s another to hear it for yourself! Check out this video demonstration. When you’re inside the part, the sound will play all around the player just like music in headphones. What does this mean exactly? Well, when you child a sound to a part, now the RollOffMinDistance and RollOffMaxDistance of the sound are measured from the surface of the part. Childing a sound to a Block, Ball, or Cylinder part now makes the sound emit from every point on the surface of the part, dynamically changing with its dimensions. Previously, childing a sound to a part made it emit from a single point at the center of the part. This feature is a change in the way sounds behave when childed to Block, Ball, and Cylinder Parts. Have you ever wanted to add sound design to a large object like a waterfall, or ambient sounds to a big environment like a city? Today we are happy to introduce a brand new beta feature called Volumetric Sounds!
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