Spatial Audio
Added 2024-08-17 19:10:36 +0000 UTCI have begun implementing spatial audio to Honcho. Here's a video demonstrating some of the new audio behaviour.
What is Spatial Audio?
Spatial audio reworks how Unity handles audio. Rather than it being only distance-based, with sounds getting quieter the further away they are, this new system calculates size, shape, layout and materials of the world the simulate physics-based audio behaviour. This means when you sit in the cabin of the car, the audio adjusts to your ears correctly.
The video does a better job of demonstrating this, so go ahead and watch (and listen) to that.
The system is raycast-based, and works with dynamic objects (objects that move throughout the world). I've not noticed an impact on performance yet, but it's something I'll need to keep an eye on as the calculations run off of the CPU.
Patreon Spend
Big thank you to everyone who has opted into the paid tier of the Patreon. I'm yet to touch that money but it's accumulated enough to the point where we can look into spending it on getting professional engine audio. The engine audio used in the game right now are from free sources. Purchasing professionally recorded engine foley will complement the spatial system I've added. More on this spend in a future post. For now I'll continue to work on implementing and refining the spatial audio solution.
Cheers,
Greg
Comments
While the game would get made without the financial support, the kindness you and others are showing here is absolutely making the difference. I'm really looking forward to showing you all how the support has made the difference. The spatial awareness is using free sounds, which sound a bit flat. There's some good audio libraries where people have recorded all sorts of conditions specific engines can run under. I think this as a spend will elevate the game further. Thank you.
Greg Pryjmachuk
2024-08-18 00:09:56 +0000 UTCGlad to see that the money is making a positive impact.
Lewis Wells
2024-08-17 19:29:55 +0000 UTC