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The positional sound example has no positional audio. The audio should be played in left and right ears, corresponding to robot position compared to camera. At the moment the audio is normal, without …
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https://github.com/ryanramage/voxel-audio adds HTML5 Positional Audio (3d), maybe voxel-sfx should use it too, or integrate with voxel-audio somehow (for remote players hearing sound effects from othe…
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### Context
Using Mumble as conference software.
### Description
I would like to see a positional audio plugin included in Mumble where all participants are placed as if sitting at a round table in…
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As it is, after #126, we're sending updates for all playing continuous/positional sound effects every game logic frame, which is unnecessary, and probably eats a fair bit of CPU time, especially on th…
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Description:
Sounds to emit from specific locations onscreen, either in 2D or a 3D world, be attached to game objects, and to pan and change volume dependent on their position in relation to a define…
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Feature request:
When using the record feature, it does not take into account the positional audio.
This is weird, as when using PA, users may not hear other people speaking due to their distance …
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**Describe the bug**
Try to use `predict_and_save` as listed on the README and you get
```
TypeError: predict_and_save() missing 1 required positional argument: 'model_or_model_path'
```
**To R…
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### Context
Spatial audio (also called positional audio) in Mumble uses a somewhat simplistic approach to simulating how an observer receives sound from different locations etc.
### Description
In …
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If implemented well, 3D positional audio can greatly improve immersion. Check out for instance this video with headphones: [American McGee's Alice with 3D spatial sound (OpenAL Soft HRTF audio)](https…
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If implemented well, 3D positional audio can greatly improve immersion. Check out for instance this video with headphones: [Doom II: Hell on Earth w/ 3D spatial sound in GZDoom 🎧 (OpenAL Soft HRTF aud…