After a bit more play around with nodes, I have gotten the players position and the cubes position from the basic audio Unity 3D app mapped nicely onto the node object. Very wizard indeed.
If I have enough time at the end of the project, I will jazz it up a bit and use it as the basic audio over distance model on the final program.
It may also come in handy sooner than that. Although not next on the list, as I’m finishing off level over distance I’m researching more and more into reverb. Unity 3D uses something called reverb zones which are essentially triggers for different reverb settings. Why make something complicated if I can mangle this object to my will and have that create “reverb zones”
Nodes are pretty wizard. I came across them in Max/MSP while working on a UI concept for the final program.
Basically, it’s a Max/MSP object that not only shows a mouse/cursor position on an XY pad… But circular objects can be placed on it too. The objects can be changed in size and can overlap each other. When the cursor is placed within one of these objects, the scale between 0. and 1. will increase/decrease in relation to the distance of the centre point of that circle.
It’s very similar to what I achieved with the basic level model. I may redo that model for the final program using this new method. It certainly looks better, it makes the Max patch more simple and it may save resources too.
You want to see the UI I’ve got in mind? Here is what I’m working on…