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voicefalloffoverride's Issues

Bring back voice experimental spatialisation

This was litterally my MAIN reason to use this amazing mod, the spatialisation.
im either going back to older version hoping it stay working or stop using all of it, i seriously cant disagre more with its removal, it was making a huuuge night and day difference, i have this 1 friend who just reported to this this update happened.
im reverting and never updating until spatialisation is back, sorry but it was half the pog of this mod.
Yes , in my and everyone i made try the mod, was the big fix for everyone voice

Broken 1169

the mod stopped working in Build 1169, I really wish there was a fix, I love this mod

Found [an] possible cause of the override not working in some worlds.

I was messing around with voicefalloffoverride in several worlds trying to figure out why in the heck it would make this "popping" sound when toggling on and off, regardless of if I wanted to increase OR reduce the falloff.
(This was in worlds that the mod doesn't self disable due to risky check or tag check).

Using some magic and the power of UnityExplorer, I discovered many of these worlds have one thing in common,
I kept seeing a gameobject called "BetterPlayerAudioController".

Github: https://github.com/Guribo/BetterAudio
Wiki: https://github.com/Guribo/BetterAudio/wiki

I'm trying to contact the author of the UDON component directly (old friend of mine, he also made SUVA for vtubing stuff)

However I have already made a fairly rudimentary patch to the UpdateAllPlayerVolumes() method, which will check for the BetterPlayerAudioController component, and simply disable the UdonBehavior of the component until VFO is disabled again.

In my testing, while this does kinda limit the AudioSource effects applied by BetterAudioController, I assume that if you are wanting to hear stuff farther away, reverb, player occlusion, and better voice directionality really would be more of a hinderance rather than helpful, and for reducing to only the voices immediately nearby (which is more why the mod was made to begin with) reverb and occlusion are also not as effective, and the standard audio component from unity already does have directionality (it's what we've used in vrc for years.)

So for me, and likely for many people, a simple toggle between world/udon overrides, and our own with VFO seems like a workable solution, unless the authors wish to further make this all compatible.

My Gist for the temporary fix: https://gist.github.com/lil-fluff/d4e837300b62015f6ebdf22128862623

UnityExplorer:
audio fix (2)

Version not up to date(?)

im not rly tech savvy with mods and what not. but to explain what happened. i was world hopping with a friend, and a few minutes later into exploring a world my game crashes and suddenly VFO just doesn't work when i re launch the game. I've tried older versions of the mod, reinstalling it and tweaking with the in game settings a bunch but nothing works.

its still loaded as a mod in the logs of melon loader but every time i turn it on or off, change the settings and such it does nothing. its still the default voice distance. the weird part is the VFO in the logs is saying some thing about default range being 25 when my range for it is set to 3 in my settings (filtering out voices form a crowd).

"[17:46:41.934] [Voice_Falloff_Override] World Type: 3, Default Range: 25"
^what it says exactly in the logs^

my 2 guesses is that the mod had a hiccup with melon loader 0.5.4 or VRCs build 1207. since on the mod page it says it was built/tested on melon loader 0.5.3 and VRC build 1171. or maybe 1 of my mods is conflicting with it yet i haven't added any new mods recently leading up to this crash that broke the mod

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