Open Frooxius opened 4 months ago
with the custom audio system, would we be able to get components or protoflux nodes to do things like TTS from a string? or components that allow us to provide filtering to ones audio source for ingame effects or radio chatter aswell?
this is more of a though at the moment based on what i know from the issues listed from #706
do things like TTS from a string
This should be a separate request.
filtering to ones audio source for ingame effects or radio chatter aswell
This should be a separate request. Although see #567 and #2708 , and in particular: https://discord.com/channels/1040316820650991766/1154514014563483759/1281532372583583789
makes sense, ill go check those out now!
Is your feature request related to a problem? Please describe.
Currently the audio system used with FrooxEngine is a hybrid - the computation of all sound buffers for individual sound buffers happens within FrooxEngine, but those individual audio sources/outputs are then mixed & spatialized by Unity.
This makes us dependent on some Unity's audio system behaviors (e.g. only having a single listener) and also poses a challenge for multi-process architecture: https://github.com/Yellow-Dog-Man/Resonite-Issues/issues/706
Describe the solution you'd like
Implement custom audio mixing system directly in FrooxEngine & integrate Steam Audio directly for computing spatialization. This will allow FrooxEngine to compute the audio fully on its own into a single buffer, which is much easier to pass over an IPC or perhaps output directly.
This will also give us control to implement additional features, such as rendering multiple independent audio listeners, which would enable features like these:
Describe alternatives you've considered
We could make system that manages & proxies the audio buffer data over IPC, but this increases amount of data and complexity of implementation.
Additional Context
No response
Requesters
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