Sound zoom/focus

Hello! :waving_hand:

I’m working on a 1st person game in Unity for which we’re trying to implement a “zoom” mechanic (both visual and “auditive”) where the player can “focus” on certain sounds in the environment as they point at them. Right now, these sounds are implemented as emitters placed in the scene, and what we thought of doing was displacing the Studio Listener forward from the player POV (using raycasting) so it “matches” or more closely approximates the soundscape where the player is looking at.

However, this would only emulate the sound of that position if the player were there, but it would not “focus” the sound to what’s in their zoomed sight or close to that point in space. In that case, we would need to “lower” the attenuation distance of all emitters (or those we want to attenuate) when in this “zoom mode”, but I’m not sure if that’s even possible based on my research so far.

This also presents an issue when it comes to the “zoomed” distance, as you shouldn’t be able to focus the sound on something that’s very far away. In that case, we could check the distance from the raycast to lower the levels from the emitters and just let the ambience track stay, or maybe make some kind of crossfade between this “zoom” Studio Listener and the regular player one as the “focused” point gets further away.

What are your thoughts on that? Any alternative approach you would suggest?