Positional channel properties
Understand properties for positional channels in Vivox.
読み終わるまでの所要時間 1 分最終更新 7ヶ月前
The audio experience of a user in a positional audio channel is determined by the component of the that is passed in to the during its construction.
Channel3DPropertiesChannelIdIChannelSessionThe following properties control the 3D experience in the channel. Each of these properties are detailed in the HTML reference for the class.
Channel3DProperties-
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
The default values were chosen to provide the most natural sounding, acoustically realistic 3D audio that is suitable for most situations. When using the default properties, any listener within 27 meters (about 88.5 feet) can hear a speaker, and the speaker is heard at full volume by anyone within 0.9 meters (about 3 feet).
Channel3DPropertiesWhen 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.
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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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Thesounds the most realistic when it's half the height of a typical speaking entity in your game.
ConversationalDistanceIf your players are shorter or taller than typical adult humans, considering adjusting this value to match. -
When using the defaultvalue, 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:AudibleDistance32 ×÷ConversationalDistance.AudioFadeIntensityByDistanceIf you want a lower max, for example, to limit the range of received texts, then you can increaseAudibleDistance.AudioFadeIntensityByDistanceDepending 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. -
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