Another feature that I really could use to complete this scene is a way in which the presenter on a stage standing in front of a virtual microphone could have their voice travel further than a normal speaking voice (which we have referred to as "presenter mode", I believe).
I would really like this to be set up in such a way that I can place virtual speakers throughout my environment that relay the speaker's voice at a specified volume level. These virtual speakers are then associated with a virtual microphone (via a dropdown menu in the speaker properties panel). The microphone itself has a falloff radius so that you would hear a difference in volume as the speaker steps left and right or takes a couple steps back from the virtual microphone, like how a real microphone works. Additionally, the speaker's regular spatial audio is not overridden by this speaker setup, so that someone standing close to the speaker might hear their normal spatial audio on top of the audio being sent thru the virtual speakers (like a real world scenario). The virtual speaker system audio is spatial and not some sort of omnipresent god voice.
This microphone/speaker approach would allow for multiple stages/presenters in a large enough space (such as this one that I am making has) and would give the room creators more control over how far a presenter's voice might carry by placing virtual speakers in the scene like they might place actual wired speakers in a real world space.
Ideally this would be done before the release of this Spring-themed scene that I hope to release in early Spring.
Related to issue 1099...
Another feature that I really could use to complete this scene is a way in which the presenter on a stage standing in front of a virtual microphone could have their voice travel further than a normal speaking voice (which we have referred to as "presenter mode", I believe).
I would really like this to be set up in such a way that I can place virtual speakers throughout my environment that relay the speaker's voice at a specified volume level. These virtual speakers are then associated with a virtual microphone (via a dropdown menu in the speaker properties panel). The microphone itself has a falloff radius so that you would hear a difference in volume as the speaker steps left and right or takes a couple steps back from the virtual microphone, like how a real microphone works. Additionally, the speaker's regular spatial audio is not overridden by this speaker setup, so that someone standing close to the speaker might hear their normal spatial audio on top of the audio being sent thru the virtual speakers (like a real world scenario). The virtual speaker system audio is spatial and not some sort of omnipresent god voice.
This microphone/speaker approach would allow for multiple stages/presenters in a large enough space (such as this one that I am making has) and would give the room creators more control over how far a presenter's voice might carry by placing virtual speakers in the scene like they might place actual wired speakers in a real world space.
Ideally this would be done before the release of this Spring-themed scene that I hope to release in early Spring.