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Simple audio cutoff with distance #2259

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broehl opened this issue Mar 20, 2020 · 2 comments
Closed

Simple audio cutoff with distance #2259

broehl opened this issue Mar 20, 2020 · 2 comments
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@broehl
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broehl commented Mar 20, 2020

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).

@broehl broehl added the enhancement work that enhances an existing feature label Mar 20, 2020
@misslivirose
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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:

  1. Spatialized audio isn't always desirable
  2. Audio considerations and effects on room capacity
  3. 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

@misslivirose misslivirose added discussion Let's talk about this! and removed enhancement work that enhances an existing feature labels Mar 24, 2020
@misslivirose
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Consolidating audio feedback under #1853 and resolving this as a separate issue - copied over text & feedback. Thank you!

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