Currently, I have events stored in a mixer group and this group has 3 return sends. Each return has different FX to be applied to the group depending on player location (snapshot). A snapshot is used to change which send is active on the group. An example use case is a collidable object banging on a wall in a large room vs. a small room, and having different reverb being applied depending on the location of that object.
The problem I am facing is that I am not able to apply and 3D object spatialization effects to any event that is being routed in this way. I cannot get distance attenuation or any spatialization to apply to the event.
I tried the solution in the thread link below but have not had any success with this or any variation of this solution.
What I tried based on the link above:
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Have colliding object sound event
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Route track 1 with sound into Submix track
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Create pre-fader send into a Return track called “A”
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Pre-fader send “A” return track into mixer Return fx bus with a pre-fader spatializer (tried removing this as well in testing with same issue)
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Object spatializer on Master track of this event with Distance Override attenuation on.
The issue persists when following the steps above.
If anyone has advice on how to apply 3D spatialization and attenuation to a mixer group being sent into a return, please let me know!
PS I am using Godot 4.4