VR & proximity sounds

Hi there!

Currently I’m working on a VR project and I’m trying to implement sounds.

My idea is to play different sounds on different XYZ coordinates (read by an object CHOP from the camera). As soon as the camera moves away from a given point I want the volumes to decrease and when it gets closer to another “sound point” the other file should play.

All sounds are being played in an endless loop.

Is there a way to fix AudioIn CHOPS to a point in a 3D world and decrease the volume as soon as the camera position moves further away from it?

I don’t know about audioin.CHOPs in 3D space but you should be able to use a point in 3D space that represents the point where you want the audio to be. In Blender* we would use what’s called an “Empty” which is an invisible point in 3d space you can address. Use the proximity of the camera to the 3d point or “Empty” and use that to control the volume of the audio.

Being able to pin an audioin.CHOP into 3d space would certainly be less work but knowing how Touch operates its likely going to take a combination of methods to get where you would like to be.

*Blender has a system for pinning audio into a scene for surround audio processing but Empty objects are often used to control points in 3D space. Like aiming a camera is much easier if you’ve got its view locked to an Empty to control where its pointing. You don’t turn the camera, you move the Empty.

1 Like

Yes this is possible, see the spatial audio example for the Audio Render CHOP in Help->Operator Snippets

2 Likes