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Hi first of all, thanks a lot for creating and making your tool open source!
I tried a couple of solutions before but your architecture is my favorite so far I really enjoy how simple and clean it is!
I was working on a split-screen coop prototype and came across unity's limitation where you can't have more than 1 audio listener per scene. I know that some solutions exist out there to remedy this issue but it seems like it wouldn't be compatible with jsam's workflow.
Perhaps there would be a way to do this with a logic switch when entering split screen mode and instead of using the built in 3d spatialization, all sound channel helpers would force audio sources to be 2d and mixed them manually (left, right, volume) based on a list of virtual listeners positions and rotations.
It might be out of scope for this project but i'd be curious to know if this is a challenge you'd be interested in tackling!
The text was updated successfully, but these errors were encountered:
This does sound like the type of problem that JSAM should be built to handle! Admittedly, most of JSAM's logic is built to tackle use cases that I've personally come across and have experience with solving, and I've never worked on a split-screen game before.
As you say, this would be quite a challenge to implement, and reading your description of a possible implementation has made me realize that I may have to refactor a lot of the base architecture to support it.
I probably won't be implementing it while there are other more pressing features to add, but I think long-term it would be very cool to have.
Hi first of all, thanks a lot for creating and making your tool open source!
I tried a couple of solutions before but your architecture is my favorite so far I really enjoy how simple and clean it is!
I was working on a split-screen coop prototype and came across unity's limitation where you can't have more than 1 audio listener per scene. I know that some solutions exist out there to remedy this issue but it seems like it wouldn't be compatible with jsam's workflow.
Perhaps there would be a way to do this with a logic switch when entering split screen mode and instead of using the built in 3d spatialization, all sound channel helpers would force audio sources to be 2d and mixed them manually (left, right, volume) based on a list of virtual listeners positions and rotations.
It might be out of scope for this project but i'd be curious to know if this is a challenge you'd be interested in tackling!
The text was updated successfully, but these errors were encountered: