I’m having an issue with the attenuation curve on some diegetic music in our game, if anyone has ideas!
We’re basically making a speakeasy, with different performers who will/won’t be present depending on player’s actions. Each performer is playing a different part of the same track, and is a 3D sound within the space (so as you approach the player piano, if it’s been activated, you’ll hear the piano part, or the oboe player, or someone playing the spoons, etc, all in different places in the room).
The way we’ve set this up is by creating one event with every instrument track in it, and then sending each individual track through a transceiver to a separate event just for that instrument. The “main” event with all tracks is 2D, while all the “receiving” events are 3D. So the oboe part in the main event gets routed through a (pre-fader) transceiver into a separate event called “music_oboe” let’s say, and that’s the event that gets put on the oboe player if they’re present.
Problem is, no matter what I set the attenuation curve to on the receiving event, I don’t seem to be able to adjust it. You hear the oboe player (or the piano, or whatever), but the falloff for the sound is super short, only a few in-game footsteps away, and no matter how much I lengthen it or increase the size of the emitter, no change, even if I change it so there’s no falloff to the sound at all, just to test.
Any ideas? I’ll include some pics of my set up for these below. Thanks so much!