Does anyone know how to set the attenuation from Camera to Character?
To be clear, attenuation adjusts to the camera’s position, not where the character actually is. So, there will be times when the character is standing right next to a sound source, but unless the camera is rotated toward that source, you will hear nothing.
I imagine that creating a stealth scenario would require what I need.
Camera is always eyes and ears. I don’t know of anyway around that other than increasing the source audios attenuation radius to account for camera offset. A custom curve with a steep drop off would help.
It’s jarring to me, though, to have the camera glide behind the character and hear the object louder than when the character was standing right next to it.
yeah it’s just one of those things you run into when working with 3rd person perspective.
I have a project that uses Steam Audio specifically for physics based occlusion. When in 3rd person (testing) at a door you can barely hear movement or any other audio inside. Turn the camera to face the door and its crystal clear. Running in normal 1st person it’s perfect.
It’s like this in all other games. Easily tested if they offer 1st and 3rd person perspectives. Latest example is Starfield.