Reputation: 187
My game can play sound successfully now by using the SCNAudioSource and SCNAction. For example:
let audioSource1 = SCNAudioSource(fileNamed: "Fire.mp3")!
audioSource1.isPositional = true
let play = SCNAction.playAudio(audioSource1, waitForCompletion: false)
audioNode.runAction(play)
But it seems that the isPositional attribute doesn't work at all, even after I artificially set the camera as the SCNView's audioListener.
I guess that the problem has something to do with the scale. For example, the volume of a sound will diminish 0.1 dB per meter. But since my game objects are so small and the camera moves so slowly, I cannot observe any distinct change of the volume by moving the camera away from the sound source. Is this correct?
How can I fix this problem?
SOS
Upvotes: 2
Views: 432