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Audio Management - R&D #25

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jkeon opened this issue May 4, 2020 · 0 comments
Open

Audio Management - R&D #25

jkeon opened this issue May 4, 2020 · 0 comments
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effort-intense Sleep on it - 16 to 40 hours priority-medium Standard task, plan as you see fit. status-backlog Tasks captured but not yet planned. type-feature New feature or request
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@jkeon
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jkeon commented May 4, 2020

Figure out how to best implement Audio.

Feature Requests:

Audio Listeners
AudioManager will need to be able to manage which camera's AudioListener is listening at any given moment. Part of this management will be parenting directionless audio to this camera.

Use Case: UI Camera can listen for audio through most of the game but when in-game the level/player camera will

Audio Channels
We'll want to manage audio channels. In the past I've allowed channels to exist in an hierarchy of channels to make it easy to manage volume and provide granular options for the user.

For example, you'd have a Root Audio node with Music, Voice, and SFX as child nodes. The Root Audio node would act as your Master Volume which each child could still set its volume from 0-1 without considering the Master Volume bounds.

Other Features

  • 0D, 2D or 3D Positional Audio Support
  • Unity audio levelling controls support (mixers etc..)
@jkeon jkeon added effort-intense Sleep on it - 16 to 40 hours priority-medium Standard task, plan as you see fit. status-backlog Tasks captured but not yet planned. type-feature New feature or request labels May 4, 2020
@jkeon jkeon added this to the Anvil v1.0 milestone May 4, 2020
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