Edit of asset "Spatial Audio Extended" Accepted
| Old/Current | New/Edit | |
|---|---|---|
| Title | Spatial Audio Extended | Spatial Audio Extended |
| Description |
~Volume Attenuation - Multiple falloff curves (Linear, Logarithmic, Inverse, Natural Sound, and user-defined) with configurable inner/outer radii ~ Room Size Reverb - Omni-directional raycasts estimate room size and apply reverb automatically ~ Wall Occlusion - Multi-wall detection with material-based lowpass filtering and volume reduction ~Air Absorption - Distance-based high-frequency rolloff for realism at range ~ Sound Speed Delay - Realistic propagation delay for one-shot sounds (gunshots, explosions, etc.) ~ Acoustic Materials - Physics-based surface properties (absorption, scattering, transmission) with 11 built-in presets ~ Reflection Navigation Agent (Experimental) - SpatialReflectionNavigationAgent3D routes reflected proxy audio around corners in full 3D space ~ Debug Overlay - Runtime HUD, in-editor ray visualisation, radius wireframes, and A/B effect toggle ~ Rich Signals - Zone transitions, occlusion, reverb, air absorption, playback, and diagnostics |
~ Volume Attenuation — Multiple falloff curves (Linear, Logarithmic, Inverse, Natural Sound, and user-defined) with configurable inner and outer radii. ~ Room Size Reverb — Omni-directional raycasts estimate room geometry and apply reverb automatically. Works in real time as the player moves between spaces. ~ Wall Occlusion — Multi-wall detection with material-based lowpass filtering and volume reduction. Sounds become progressively more muffled behind each wall. ~ Air Absorption — Distance-based high-frequency rolloff simulating how air attenuates sound over long distances. ~ Sound Speed Delay — Realistic propagation delay for one-shot sounds. Fire a gunshot across a valley and hear it arrive a moment later. ~ Acoustic Materials — Physics-based surface properties (absorption, scattering, transmission) with 11 built-in presets covering brick, concrete, carpet, glass, wood, metal, and more. ~ Debug Overlay — On-screen HUD, in-editor ray visualization, radius wireframes, and a live A/B effect toggle. ~ Rich Signals — Zone transitions, occlusion events, reverb updates, air absorption changes, playback state, and diagnostic data. |
| Category | 3D Tools | 3D Tools |
| License | MIT | MIT |
| Repository Provider | GitHub | GitHub |
| Repository Url | https://github.com/Danikakes/spatial_audio_player_3d | https://github.com/Danikakes/spatial_audio_player_3d |
| Issues Url | https://github.com/Danikakes/spatial_audio_player_3d/issues | https://github.com/Danikakes/spatial_audio_player_3d/issues |
| Godot version | Godot 4.6 | Godot 4.6 |
| Version String | 3.0.0 | 2.3.9 |
| Download Commit | 0ef09a6d1127f9a929d710a0246331dbd0a7159f | d3a6b831bf9d594f08ab915e747d3ebd64d08511 |
| Download Url (Computed) | https://github.com/Danikakes/spatial_audio_player_3d/archive/0ef09a6d1127f9a929d710a0246331dbd0a7159f.zip | https://github.com/Danikakes/spatial_audio_player_3d/archive/d3a6b831bf9d594f08ab915e747d3ebd64d08511.zip |
| Icon Url |
https://raw.githubusercontent.com/Danikakes/spatial_audio_player_3d/refs/heads/images/images/spatial_audio_player_3d.png
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https://raw.githubusercontent.com/Danikakes/spatial_audio_player_3d/refs/heads/images/images/spatial_audio_player_3d.png
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