I’d like to be able to designate world space positions for instruments, and have the sound they produced be spatialized so that the player has a sense of the instrument’s distance and direction.
Here are some details about my use case: I’m developing a puzzle game that involves discrete rooms connected by portal doorways. Magical keys allow the player to move the portal entrance to a room from one doorway to another. My plan is to place an instrument source in each room, so that different layers of the soundtrack are audible or muted for the player based on which room they are in and which doorways are open (muting instruments is something I will handle in script).
One important note: I may want instruments that move in space and pass through portals. I don’t plan on anything moving so fast that I would need a Doppler effect. In fact, an automatic Doppler effect would cause problems when an instrument teleports; I might need a way to set the instrument’s position delta for that frame so that the system does not register a huge burst of speed.
I’m very excited about this game project and the possibilities that Reactional opens up. My portal tech supports accessing spaces at different relative scales (like Alice in Wonderland) and eventually different temporal speeds and direction (think Tenet), and the modifiers available in Reactional will be a big help in communicating that relativity to the player.