VaM 1.x Multi channel audio plugin?

Threads regarding the original VaM 1.x

SlowScripter

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Wondering if this exists or is possible?

VR scene, let's say a cowgirl riding scene. The vocal audio like voices and breathing are played through the vr headset. While audio like skin slapping sounds, are sent to a separate Bluetooth speaker.
 
That's not what multichannel audio is. Multichannel is 2.1 / 5.1 / 7.1 etc...
What you're talking about is a multiple output system. And is probably not possible and for sure, does not exists.

For one, generally the audio signal is quite optimized and tends to be treated to be sent to a single output (your DAC/soundcard throught the output you are using, for instance your speakers). For instance, if you configure your audio settings in Windows, let's say for your Bluray player... you can tell it to send to your speakers or your headphones, not "send the music of the movie to speakers and the sound effects to the headphones" ( it's vulgarization/simplifying the concept, but you get the idea ).

And secondly, most audio engines are working with a single DAC/soundcard. In my years in dev, I haven't seen a single situation or experiment with either a vanilla audio engine ( Unity / Unreal Engine ) being able to define multiple DACs for the output. Nor the middleware ( FMOD / Wwise ) does.

More or less, let's say anyone wanted to do that, it would need a complete rewrite of the engines. It would need them to both be able to define multiple DACs for the output, but also completely rewrite the way you'd mix the final signal to allow the audio designer to send this or that sound to the proper output (and also handle fallbacks to a single output if you have only one). In other words: quite a tremendous task.

And before you are tempted to say that: yes, you can send sounds to a PS5 controller, but this is a specific case were the audio is specifically treated to be sent to a specific hardware (and needs massive optimization because it's sent on a very low bandwidth protocol, bluetooth).

Technically, you could probably design a system that would behave like the PS5 controller audio, but you would again have to write an engine that generates the sound, send it to the proper output, and give ways to the creators to use it.
Which would need you (or the creator) to build specific scenes with a specific audio design to work in the first place. You won't be able to take existing scenes and hope it would send the sounds to your new fancy system automatically.

Tell me if some things are not clear ^^
 
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