Audio3DManager class has
been implemented to help do positional audio.
Audio3DManager takes as input an
AudioManager and a listener for the
sound. A listener is the point of reference from where the sound should be
heard. For a player in a Panda3D session, this will most likely be the camera.
Sounds further away from the camera will not be loud. Objects nearer to the
camera will be loud. Make sure to use a mono sound source for your 3D audio as
stereo sound sources will not be able to be spatialized and hence can’t be
used for 3D audio.
from direct.showbase import Audio3DManager audio3d = Audio3DManager.Audio3DManager(base.sfxManagerList, camera)
To create a sound that is positional, you need to use the
loadSfx() function on the
Audio3DManager rather than the normal
loader.loadSfx() which is for
non-positional sounds. e.g.
mySound = audio3d.loadSfx('blue.wav')
Sounds can be attached to objects such that when they move, the sound source will move along with them.
You can use the
Audio3DManager's setSoundVelocity() and
setListenerVelocity() to set the velocity of
sounds or the listener to get the doppler pitch shifting of moving objects. If
you would like the
help you adjust the velocity of moving objects automatically like it does with
their position, you can call
setListenerVelocityAuto() like this:
audio3d.setSoundVelocity(sound,velocityVector) audio3d.setListenerVelocity(velocityVector) base.cTrav = CollisionTraverser() audio3d.setSoundVelocityAuto(sound) audio3d.setListenerVelocityAuto()
Currently, for the latter to work, a CollisionTraverser must be attached to base.cTrav as you see in the example. If you already have one assigned to do collision detection that will be sufficient. Read more about Collision Traversers.
The attenuation of moving sounds by distance and the doppler shift are based the
way sound works in the real world. By default it assumes a scale of 1 panda unit
equal to 1 foot. If you use another scale you’ll need to use
setDistanceFactor to adjust the scale.
You can adjust the rate that sounds attenuate by distance. If you want to position the sounds but don’t want the volume to be effected by their distance, you can set the drop off factor to 0.