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Post by joelgb2194 on May 26, 2022 15:28:26 GMT
I am trying to set up looping sounds for hazards in my game and I have three sections of the same hazard in my scene. I have limit polyphony set to limit to 2 voices.
My question is does limit polyphony limit by max distance of the audio sources of the sounds near the audio listener or is it just 2 voices in the whole scene at a time?
2 sections of my hazards are set to constant loop and the other section has pulsing hazards but the loop sound never plays because there is 1 voice in each of the other 2 sections already playing. My character and audio listener is near the section that the sound is currently not playing at.
My understanding of polyphony is that sounds furthest away from the audio listener and player should not be playing and should prioritize the sounds near the player and limit by distance from the player.
What am I doing wrong?
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Post by DarkTonic Dev on May 26, 2022 18:05:13 GMT
If you follow the decision flowchart at the bottom of this page, it's all spelled out. www.dtdevtools.com/docs/masteraudio/Troubleshooting.htmBasically, if Retrigger Percentage can be used, that's first. Then, the Bus max voices - when exceeded - will respect what you have chosen on the Bus for Voices Exceeded Behavior. The choices are: Do Not Play New Sound, Stop Oldest, Stop Farthest, and Stop Least Important. Bottom line, you'd need to set Bus max voices and Voices Exceeded Behavior to how you want it to behave. The actual Limit Polyphony feature you may not need as the Bus Voice Limit may do everything you want. -B
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