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Backport panning strength parameters to 3.x #4692
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Could this be considered for 3.6 if anyones willing to backport? |
Yes, but a contributor needs to do the required work. It's not possible to cherry-pick what was done in |
Here is a patch for 3.x: With 3D it seems to work fine. I haven't tested 2D. |
Thankyou! I haven't yet done any engine patching so it might take me a little while get it working, really appreciate it! Could this be incorporated in the master eventually? |
This is already in |
Sorry I meant for 3.6! (still a bit confused by GitHub lol) |
Yes, if someone opens a pull request and gets it merged before 3.6 enters feature freeze 🙂 |
Closed by godotengine/godot#64579. |
Describe the project you are working on
A 3D walking simulator.
Describe the problem or limitation you are having in your project
I want an ambient sound to get quieter the further I am from it, but I do not want it to pan between the left and right channels depending on my facing angle.
Presently, the distance attenuation can be disabled so the sound appears at the same volume from all distances, but not the spatial position in the stereo field. This makes no sense as both should be able to be enabled or disabled as needed.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It's been implemented in 4.0 (godotengine/godot#58841) and would be great to be backported to 3.x.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Here's the current workaround for 3.x:
Thanks to Yagich for helping with this.
If this enhancement will not be used often, can it be worked around with a few lines of script?
It would be AudioStreamPlayer3D/2D code.
Is there a reason why this should be core and not an add-on in the asset library?
It would be AudioStreamPlayer3D/2D code.
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