I don't seem to understand the inner and outer angles of play at object audio.
I have two sprites, both squares, one in the center with it's position locked (listener) and another that moves (play at object).
Is my inner angle the angle of the sprite which the audio comes from? And the outer is angle of the audio spans?
A visual representation would be fantastic and I can't seem to find one.
The 'Positioned audio' example (built-in) shows a rotating object with a directional sound.
Think of a directional sound as a cone: relative to the direction the object is pointing in, the inner angle is all max volume, the outer angle is at minimum volume, and the bit in between smoothly transitions from one to the other.
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To my understanding the audio is like the below image wIth the gain of audio depreciating as it extends outward from the object?
As I rotate around the object the sound rotates depending on how I'm facing it and how far away I am from it, but is there anyway to make the sound come from only one side or direction from the object, like this?
Your second image actually shows how it already works.