tjheldna Posted September 2, 2013 Posted September 2, 2013 Could anyone tell me what I need to do with a Listener? How many do you need if more than one? Where do they go? I don't quite understand this object. Cheers Quote
Rick Posted September 2, 2013 Posted September 2, 2013 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. Quote
AggrorJorn Posted September 2, 2013 Posted September 2, 2013 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. Quote
beo6 Posted September 2, 2013 Posted September 2, 2013 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? Quote
AggrorJorn Posted September 2, 2013 Posted September 2, 2013 Nice question beo6. I didn't know the answer to this so I fired up Gears of war. In gears of war the listener is still placed at the camera rather than the player model. Quote
Flexman Posted September 3, 2013 Posted September 3, 2013 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. Quote 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
tjheldna Posted September 4, 2013 Author Posted September 4, 2013 Thanks for clearing it up for me guys, I've ended up placing it at the cameras position. Quote
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