Camera, Audio3D and Listener on a 2D topdown "shooter" game.

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:bust_in_silhouette: Asked By Alniroza

I am trying to develop a somewhat top-down shooter, were the character is always at the bottom of the screen (you can barely see whats behind your back), and i as a higly important requeriment is a good 2D spatial sound thats relative to the caracter i am playing.

So if my character hear something to his left, the player should hear it to his left too, and also attenuation, i used an AudioStreamPlayer2D to resolve this, but the camera2D center is a at the center of the game viewport screen, that mean that the sound can be heard closer than they really are, or on missplaced ubication respect to the player’s character (looks like all panning and attenuation effects are relative to that camera center).

Any idea to let the 3D sound be relative to my charactor and not the camera???

:bust_in_silhouette: Reply From: uriel

hi, the sound must be related to the gamer (user).

in fact, you dont care about your character, it doesnt make any sens. this is not your character who listen the sound :wink: this is you… thru the camera, the camera is the interface between your game and the gamer…:slight_smile:

The thing is that i making a game accessible for blind people, i dont really care about what the user sees, i want to give a good audio representation of the characters world.

Also, there is a lot of situationes in where the characters audio indeed matters

Alniroza | 2019-09-27 21:26