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3D positional sound FX on KSP relative to camera position and distance


Climberfx

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Hey Guys.

I was thinking about this info in the tittle today, when i approximate the camera to a B9 window, and press it to close, open.

I think, why the sound of it don't get louder by the closer distance? or the opposite in long distance?

Or even use the surround system everyone have, even only stereo, that push the sounds around the speakers by the position the parts are?

That could be great, hum?

And even if i put the camera near cockpit after an orbit, you could ear Kerbal talking on the radio and eating snacks.

I don't know if this is even possible.

I go further, when you put the camera underwater, it got the appropriate sound fx and distort the sound around. Or in between walls, or mountains...

But i don't have the skills to do it, so i just imagine.

:)

So, good day!

Edited by NathanKell
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Well, if the sounds are just *played* by the plugin (as I presume is the case for B9/Firespitter) then it's just played as GUI audio. But if it's sound coming from an object where the sound is played as part of an FXgroup (I think) then it *is* positional. Check out which speaker your rocket engine sound comes from as you circle the camera around the craft.

However, that's only as 3D as Unity's sound-playing allows; Unity may support only 2-channel, non-3D positional audio natively (i.e. not the 3D-in-2-channel you're suggesting).

Even so, that doesn't affect the rest of your post, re: environmental audio (underwater, etc). You'd have to dynamically alter the pitch of the sounds in the various FXGroups (for stock audio), I think, but...I think it would work.

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This might be more practical to do when KSP is switched to Unity 5 and we have access to the audio controls. Unity currently does have 3D sounds, but they won't take anything around them in the world into account (except in a few cases) unless you code it in yourself.

I'd love to see if someone could get this working, it would make the game feel a lot better. :D

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That's based primarily off of position of the camera relative to the vessel, its velocity, and the atmospheric density. It's very similar to what Chris proposed in the OP but a little simpler than what would need to be done for this.

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