I want to adjust the volume of a sound based on the direction in which the camera is facing in relation to the sound source. When looking directly at the sound, the volume should be at 100%, but as you turn away, it should decrease.
Using the built-in directionalCone feature, connected to the Panner Audio API, doesn't achieve the desired effect. This feature determines audio enablement based on the player's position inside a cone, while I need it to work based on the view direction.
In Aframe, I have managed to create a solution by calculating a dot product between the camera's view direction and the direction from the player to the audio clip. However, this approach seems to be quite resource-intensive, leading me to believe there might be a more efficient built-in function that I am overlooking.
tick: function() {
if(!this.sound.isPlaying) return; //todo: this is true even outside the spatial distance!
var camFwd = this.camFwd;
this.camera.object3D.getWorldPosition(camFwd);
var dir = this.dir;
this.el.object3D.getWorldPosition(dir);
dir.subVectors(
camFwd, //camera pos
dir //element pos
).normalize();
this.camera.object3D.getWorldDirection(camFwd);
var dot = THREE.Math.clamp(camFwd.dot(dir), 0, 1);
//float dot = Mathf.dot(transform.forward, (camTrans.position-transform.position).normalized);
this.setVolume(THREE.Math.lerp(
this.data.minVolume,
this.data.maxVolume,
dot));
},
This method delivers the intended outcome, but it appears as a performance-heavy task in the profiler. Particularly, the getWorldDirection operation seems to be costly, despite the simplicity of the hierarchy.