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Posted

I put one in my demo and made it follow the player around. My assumption on it was that the range settings on sounds and the listener work together to limit sound range. It seemed to work for my fireplace sound.

Posted

A listener is mostly the object that listens to the sound and can deform the sound so that it sounds 3d. An explosion to the right of the player would only sound 10% left and 90% in your speakers.

 

I can't imagine in which situation you need multiple listeners.

Posted

Maybe a stupid question. But what is the most realistic way to use this if i have a third-person camera?

 

Should i add the Listener to the Camera or the Player-Model?

Posted

Imagine Star Wars with realistic audio in space. The camera POV. It's more natural.

 

Sometimes there's a case for positioning on a character but generally if you're ears are telling you different things from your eyes then it can be confusing.

6600 2.4G / GTX 460 280.26 / 4GB Windows 7

Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT

Tricubic Studios Ltd. ~ Combat Helo

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