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Ability for one off spatial sounds #72
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The velocity of the sound would always be 0 in such cases right? If that's the case I think there is a nice way to implement this |
@GitGhillie that is correct yep |
Made a PR if you want to give your thoughts on it ^ |
With the current implementation, attaching an AudioSource to an entity ensures that the sample data is loaded and ready when you try to play it. We basically attach the lifetime of FMOD objects to bevy entities, which overall should result in a more predicate behavior. I suggest creating entities with a Transform and AudioSource and create a function that sets the new position and plays the audio simultaneously. Please let me know if you had anything different in mind and want to explore this problem further. |
That's an interesting suggestion, will try that out! |
It would be nice to play a spatial sound from any location without necessarily having to attach it to an entity.
So for example, I have a shotgun with some reverb, I want it playing from the location of the shot, not attached to the weapon entity, because I don't want the sound following the weapon around (my game is fast, you'd notice it).
It seems that right now I would have to create an entity, attach a
SpatialAudioBundle
to it, track it's playback state, then delete the entity.The text was updated successfully, but these errors were encountered: