Procedural volumetric audio shapes. Turn your point audio sources into fully volumetric ones
Why would anyone use this?
If you need realistic ambiance zones which shapes need to be more complex. It can save lots of time in protoyping phase.
What it does:
Volumetric audio object uses a closed spline loop. It continuously locates the closest point on the spline curve to the listener and places an audio emitter at that point.
When the player moves into the closed loop, audio emitter location is attached to listener, achievning 2D sound effect. The moment when player moves outside the spline loop, location of the audio emitter is attached to the spline curve and is continuously set to be positioned at the closest point to the listener.
Easy to use - has intuitively named settings, and includes detailed tooltip text. If you're a programmer then full C++ source code is also included, allowing you to create and modify anything you like!
Debugging - numerous debugging tool for precise setup and visualization.
Optimized - Enjoy high performance volumetric sounds. Each component has been heavily optimized, giving you minimal performance impact.
Volumetric shapes - Allow you to emit sound from any custom shape.
Please contact me for any questions or new features.
Number of Blueprints: 1
Number of C++ Classes: 4
Network Replicated: No
Supported Development Platforms: Win64, Win32, Mac
Supported Target Build Platforms: Win64, Win32, Mac
Example Project: https://drive.google.com/file/d/1NTopnl90KCA5URQPkpil5kvb_rBQjzQY/view?usp=sharing