3D Sound - distanceFactor and rolloffScale research, explain please!

vendredi 6 novembre 2015

Hello developers,

I need to set max distance where one player will hear another and looking for information about arguments of ts3client_systemset3DSettings - distanceFactor and rolloffScale

Below my own researches but they do not shed light to the problem:

1) I use Teamspeak library with 3D Sound feature and Unity3D engine.

2) I started 2 clients and place they at 200 metres far from each other and made experiments and it is looks like changing rolloffScale 0.0001 - 50 do not affect sound anyhow.

3) For distanceFactor experiments showed this results

if distanceFactor 0.0096f players would not hear each other at distance more that ~1000 meters
// 0.1f == full mute of on 200 meters
// 1f == full mute of on 18 meters
// 2f == full mute of on 9 meters
// 4f == full mute of on 3.3 meters
// 14f == full mute of on <1 meters

It seems the formula is not linear and close to
Y = 60/(10^(x-1)) where X is distanceFactor, Y is meters (units) (see the attached picture)

formula for reversed XY ~ log10(10/x)*6+1

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* So what exactly the formula OR how to linearise it? :confused:
* What is the purpose of rolloffScale? :confused:
Attached Images
 
3D Sound - distanceFactor and rolloffScale research, explain please!

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