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Winegums

3D sound and distance atenuation

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Hi, I'm writing a game with 3d sound, but the sound volume seems to drop greatly over a short distance. I could rescale the game to work within a handful of units, but it seems like a bit of a bother. Is there some way i can modify how the volume is dropped over a distance?

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To be honest the game codes a bit jumbled and i don't want to further confuse the problem by copying ugly code.

but basically, I have a player object with a sound listener attatched to it. as the player moves around he tries to find his way to the sound source in the room. the problem is that the sound source starts off very faint, and i would rather be able to modify the volume of the source (or reduce the effect distance has on lowering volume) than scale down the game world.

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I don't know if this is the best idea, but you could always use a 2D sound source, and change the volume yourself. But that would mean you lose the 3D position of it.

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on a related note can i disable 3d sound for one sound buffer/object(such as a voiceover, or background music)?

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