I’m building a level which has the following structure:
I want to create non-rectangular shape for audio collider to play ambience. I have room 1 ambience, which I also want to play in vent shaft, but muffled (which I can do with a snapshot).
But if I create 2 colliders in a reversed T-shape to cover both room 1 and vent, it starts playing ambience from the beginning. If I use one audio collider, it will cover room 1, vent and room 2, which has to have other ambience playing there.
Is there a certain workaround for that without using stuff like raycasting? I really want to wipe room 1 ambience when player is in room 2, so it does not use any resources.