In case someone else runs into this problem like I had, I went through all the settings but couldn't wrap my head around why I wasn't hearing anything up close. Turns out, the object had been pushed back out of range on the z-axis and that's what was causing the issue (3D Audio).
This is a great explanation. The most up-to-date video on the subject I've seen. Still not a fan of how Unity does sound management though. Particularly, what if a player needs to play a 2 sounds in close succession? If you replace the clip, it'll just interrupt the first sound. Is it just accepted to have the player's jump sound cut short if the player decides to jump and attack in sequence, for example? Anywho great video though, I'll just continue to gripe about my weird transition into Unity and their weird idea of "what should be default" and "what should be a checkbox hidden in an asset that's required but not already installed." I'll head out now. XD
yeah, but.....i hoped to learn a bit more :D like a global audio manager or whatever. what is the best approach if the game has thousand gameobjects, should i attach an audiosource to every gameobject? or maybe a global manager or a static class, with a database where i can say, play this clip at this position and it instantiates an gameobject/audiosource at that position, plays the sound and then destroys itself :/
wow what a video. clean & clear explanation. this is kind of a video I was looking for thank you! keep up the good work
In case someone else runs into this problem like I had, I went through all the settings but couldn't wrap my head around why I wasn't hearing anything up close. Turns out, the object had been pushed back out of range on the z-axis and that's what was causing the issue (3D Audio).
thanks so much man you have no clue how much this helped
Amazing tutorial
This is a great explanation. The most up-to-date video on the subject I've seen. Still not a fan of how Unity does sound management though. Particularly, what if a player needs to play a 2 sounds in close succession? If you replace the clip, it'll just interrupt the first sound. Is it just accepted to have the player's jump sound cut short if the player decides to jump and attack in sequence, for example?
Anywho great video though, I'll just continue to gripe about my weird transition into Unity and their weird idea of "what should be default" and "what should be a checkbox hidden in an asset that's required but not already installed." I'll head out now. XD
wow, amazing
hwo this was super helpful thanks
thanks ive been using unity for since 5.0 and i never got this far...
yeah, but.....i hoped to learn a bit more :D like a global audio manager or whatever. what is the best approach if the game has thousand gameobjects, should i attach an audiosource to every gameobject? or maybe a global manager or a static class, with a database where i can say, play this clip at this position and it instantiates an gameobject/audiosource at that position, plays the sound and then destroys itself :/
Can it be heard behind the player
Hi do you know about program that can do this? Program where you can move the audio source around your head.
How do i add a background music to a Game ?