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Currently, all the audio is sent to all the players and is spatialized locally. That uses up a lot of bandwidth (both on the server and the clients) and a lot of CPU, and limits the number of users who can be in a room at once.
On the server side, you could do a simple distance check and not send the audio beyond a certain distance. The check could be very lightweight (use the squared distance, or even just the Manhattan distance).
The text was updated successfully, but these errors were encountered:
Avatar / media audio falloff is set by scene owners in Spoke - we've also had conversations about toggling mono/stereo as a client preference. I think there are three separate issues here, some of which are already addressed:
Spatialized audio isn't always desirable
Audio considerations and effects on room capacity
The falloff of audio should be configurable (can currently be done in Spoke) and the default right now may not be the idea default for performance
Currently, all the audio is sent to all the players and is spatialized locally. That uses up a lot of bandwidth (both on the server and the clients) and a lot of CPU, and limits the number of users who can be in a room at once.
On the server side, you could do a simple distance check and not send the audio beyond a certain distance. The check could be very lightweight (use the squared distance, or even just the Manhattan distance).
The text was updated successfully, but these errors were encountered: