Positional channel properties
Understand properties for positional channels in Vivox.
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The audio experience of a user in a positional audio channel is determined by the
Channel3DPropertiesChannelIdIChannelSessionChannel3DProperties-
AudibleDistance- The maximum distance away from a speaker that a listener can hear the speaker and receive their text messages.
- The default value is 2700.
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ConversationalDistance- Controls the range within which a speaker’s audio remains at its original volume, and beyond which the loudness of the voice chat starts to fade out when heard.
- The default value is 90.
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AudioFadeModel- Specifies the formula or curve that controls the shape of how the audio fades between the and the
ConversationalDistance.AudibleDistance - The default value is .
EAudioFadeModel::InverseByDistance
- Specifies the formula or curve that controls the shape of how the audio fades between the
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AudioFadeIntensityByDistance- Controls the amplitude of the curve to make the attenuation of the voice chat loudness more or less extreme.
AudioFadeModel - The default value is 1.0.
- Controls the amplitude of the
Channel3DProperties
When customizing distance values, consider the following guidelines:
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You can represent the AudibleDistance and ConversationalDistance in any units, but the two units must always match. The values can be different.
- ConversationalDistance is the distance from the listener at which a speaker’s voice is heard at its original volume. This must be an integer in the range 0 <= ConversationalDistance <= AudibleDistance. Consider this to be the expected close-by conversational distance.
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The sounds the most realistic when it's half the height of a typical speaking entity in your game. If your players are shorter or taller than typical adult humans, considering adjusting this value to match.
ConversationalDistance -
When using the default value, if you want voice chat to naturally fade to near zero loudness at the edge of the
AudioFadeModelso it doesn't sound like it's being abruptly cut off, then set theAudibleDistanceto a minimum of: 32 ×AudibleDistance÷ConversationalDistance. If you want a lower maxAudioFadeIntensityByDistance, for example, to limit the range of received texts, then you can increaseAudibleDistance. Depending on the amount of ambient game noise or music, you might want to further adjust these values to ensure that voice chat is heard only at the distances you want.AudioFadeIntensityByDistance -
When using the
ExponentialByDistance, it's recommended that you keep theAudioFadeModelvalue at 1 or greater.ConversationalDistance -
When using the
ExponentialByDistance, it's recommended that you adjust the value of theAudioFadeModelproperty based on the following formula:AudioFadeIntensityByDistance= 3 ÷ (1 + 1.75 × log10(AudioFadeIntensityByDistance))ConversationalDistance