Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
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Modulating footstep sound pitch / volume by user scale #2937

Open JackTheFoxOtter opened 1 week ago

JackTheFoxOtter commented 1 week ago

Is your feature request related to a problem? Please describe.

While playing around with the new footstep sounds, we noticed that regardless of avatar size, using the same audio clips can feel a little weird, as very big avatar's footsteps sound the same to very small avatars.

Describe the solution you'd like

I'd like to be able to modulate the footstep sound pitch / volume based on a user's size, so larger avatars can make "heavier" footsteps than smaller avatars.

Describe alternatives you've considered

Driving the pitch / volume based on local user's size, but I feel like this could be useful enough to add as a default option. It's a simple way to make the footsteps more immersive.

Additional Context

Technically size doesn't have to reflect the "mass" of an avatar, but in most cases it should be a good enough approximation. An example of where this might not produce desired effects would be pooltoy / balloon avatars, which could be very big but still "light". So maybe a way to "override" this per avatar could make sense as well.

Requesters

Myself, Nordwick, Phant

shiftyscales commented 1 week ago

Seeking input from @Frooxius - it would be useful to expose the DistanceSpace, MinScale and MaxScale properties for FootstepSoundDefinition so that footstep sounds could be properly scaled to the size of the user when they are generated.

shiftyscales commented 1 week ago

Having had the chance to play with this component myself I found the reference velocities set on the component also do not account for user scale, so at large scale you'll only ever get the highest velocity sound and vice versa.