I noticed another issue with audio - vrchat doesn’t process surround sound anymore. The Spatial Audio Source changes the sound destructively (and doesn’t work in world reverb zones), and with spatialization is disabled i only get a 180 degree stereo pan range, not full 5.1/7.1 directionality (i have speakers/headphones capable). This didn’t used to b the case. Don’t know when it changed, probably a long time ago, but years back i had spent a lot of time messing with directional audio, and vrchat did 100% process surround sound before without requiring the spatial audio active.
Huh? SDK3 is significantly harder to learn and takes way more time and attention span to work on. SDK2 is extremely simple, uses native unity systems and functions, and requires comparatively very little to develop and maintain on their end. Udon is a massive headache for everyone.
![](https://yyz1.discourse-cdn.com/vrchat/user_avatar/ask.vrchat.com/docteh/48/12171_2.png)
For the sounds thing, the limits might be taking into consideration a full instance of users all going ham on thier audio sources. I’ll be keeping avatar sounds firmly muted, but I know that other people really like them. 80*X sources of audio. How high can X be?
![](https://yyz1.discourse-cdn.com/vrchat/user_avatar/ask.vrchat.com/kazy/48/14707_2.png)
They mean that avatar audio sources have to account for 40+ avatars in an instance. The “only” 2 extra audio sources can quickly go up to 160 more in a totally maxed instance.
This never happens. 40+ user instances, you rarely see more than like half a dozen avatars with even one audio source playing at a time each. The main count of audio sources is everyone’s voices, then there’s a reserve for worlds, and the rest is just capped limited globally assuming that everyone is going to abuse audio (reality check, most people don’t use any audio), so they hard limit for a worst-case scenario that essentially never occurs.
iirc vrchat has 256 channels for audio? if they have is set less then i have to just express a massive WHY… as someone who grew up on rts’s, and modded a lot for them, i’m very familiar with priority ducking & culling systems to prevent buffer overflow - this was the case for games in the 90s even. such systems are standard issue in that genre, and also in modern fps’s as well. it’s not fancy modern tech that’s a pain to develop, it’s standard procedure since times of yonder. i don’t understand why vrchat doesn’t have such a basic system.
vol float (could even convert to integer to make it clean), offset by attenuation, return a value out of a total, take count of total active audio sources, ones that have the lowest value for volume/distance when too many are playing.