Sound Volumes
tracked
Tyiler Scarborough
Create a prim box or sphere, as you enter it you near 100% audio of what ever is defined in a script/edit panel/etc
when you have multiple ones overlapping they will mix as you move through them and as you attinuate as you move further away but instead like now where it's a single point of audio it's a volume of audio. to help expand on the depth and detail of scenes
Details are below (if you know you know where i go this from)
Emitter Shape - Choose between a point emitter or a volumetric emitter (also known as an audio volume) if you want a sound to fill a bigger or smaller area. Choose from the following:
Point - A point emitter is appropriate for smaller, focused sounds that originate from a specific coordinate.
Cuboid - A volumetric emitter, shown as a green box. Cuboid Size controls how far the sound goes before falling off. Enter XYZ values to change the sound shape. A typical use of a cuboid is filling a larger space with ambient sound, whether that is a room in a building or an outdoors environment. For example, a field of crickets at night.
Sphere - A volumetric emitter, shown as a green ball. Similar to the cuboid type, you can specify a Sphere Radius that determines how much area the sound fills before falling off. A sphere is useful to fill curved spaces where a cuboid may feel unnatural.
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Spidey Linden
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Journey Bunny
It is currently possible to limit sounds to a cube volume using one of the sound functions, though there is not a fall-off. The sound simply ends abruptly when you exit the volume.
It would be nice to see that expanded to some more functionality, though it doesn't completely solve the room-by-room sound example. Eg sounds made by avatars, items they wear, and other object in the room that aren't programmed with the sound limiting function would all leak through
Tyiler Scarborough
Journey Bunny Can you message me on discord or SL and show me how you would do this?
Also, i think it would be awesome to have a option that you could define that volume to either allow or disallow voice/attachment to go beyond the volume you're currently in,.
Oh,, is this a collision start>play audio /collision end stop audio?? type thing?
Journey Bunny
Tyiler Scarborough The existing limit to a cube volume is this: https://wiki.secondlife.com/wiki/LlTriggerSoundLimited
You simply start the sounds and specify where they are heard~ We need your feature request to achieve other things like blending sounds at the edges and more shapes
Zanibar Darkstone
A similar feature from another engine would be Source's Soundscapes: https://developer.valvesoftware.com/wiki/Soundscape
Tyiler Scarborough
Basically, if you want to have a room with one sound, and another room right next to it, the sounds from one room will saturate the other room, even with volume adjusted.
Imagine you want to have an ambient outdoors sound right outside a house (crickets, wind, etc) but you don't want that much sound inside. So you place the sound emitter where you want it outside, except the audio still leaks into the building more than it normally would in real life.
By creating a type of prim that could function to limit audio to specific areas, with a type of fall-off near the edges, you could define a space of sound between different environments.
Another example, if there's a building and one room has loud equipment, and the next room you either don't want to hear it at all, or have it significantly quieted, you can't do it with the current tools provided by SL.
This was actually a feature in Sansar that never made it to SL.
Bavid Dailey
If you're asking for this as a new feature, I have to tell you that you did not make that clear
Tyiler Scarborough
Bavid Dailey
I did write it under feature request, and explained what it would do..
Do i need to add "gimme gimme?" xD
i wrote this before bed and i was running on 1 brain cell xD
shrugs
i triedBavid Dailey
Tyiler Scarborough I didn't intend to be rude, simply hoped you would make it clearer - which you did by giving an example.
Tyiler Scarborough
Bavid Dailey All good no harm no foul, I didn't explain myself well before