How to handle large audio sources?

Godot 4.3

I have a window row with rain falling against it. How many audio sources do I need for it to sound realistic without having a large performance impact?
Eg. one for every window or one for every room?

To build on that, how would one for example do it for a river, which produces sound along it’s entire range and not just at certain points?

Depends, how heavy is the rain? What is your fundamental sound? but you could probably fake it with a single stereo source with white noise, then have one to three spatial, proximity mono sources that plays window rain tapping whenever you are close enough to the window.

The great thing about sound is that every sound can be made with a variety and combination of sine waves. So you can easily bake an ambient rain sound and just have subtle spatial, proximity flare.

I would make a few variations of stereo samples of the river. two or three. (Could have rapids and calm variations too) Then with some pitch control have at least one or two sources play within view. As you walk the river change to different versions of the samples. You could do something similar with the window rain taps here and have small babbling water spatial, proximity effects when you are closer to the water.

Overall you probably need one to three total.

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To create a realistic sound of rain falling against a window without a significant performance impact, you typically don’t need multiple audio sources for each window or room. Here’s a concise approach:

Rain on windows:

  • Use one high-quality stereo rain sound per room.
  • Adjust volume based on proximity to windows.
  • Apply subtle audio effects (e.g., EQ, reverb) to match room acoustics.

For a river:

  • Use a single stereo river sound source.
  • Implement a system to dynamically adjust volume and panning based on the listener’s position relative to the river.
  • Consider using 2-3 slightly different river sounds along the length for variety.

This approach balances realism and performance. Would you like me to elaborate on any specific aspect of audio implementation for these scenarios?

I’m also facing this issue for the past weeks, but finally after appling this the error goes.
Ask me thank you at this Surah Mulk:grinning:

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