• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
VAMAtmosphere

Plugins + Scripts VAMAtmosphere

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Tried reproducing but now it's working just fine even in the scene where it broke a couple of days ago 🤷‍♂️
Maybe the stars aligned in a way that made an electron misbehave. Or I did something silly without realizing. But probably not that one, right?
Cheers 😀
 
may i get the sources for those amazing neighborhood sex sounds ? why they sound so wild 🫣
 
hazmhox updated VAMAtmosphere with a new update entry:

New sounds & optimization

Neighbors
  • Added new neighbors sex sounds (Thanks @VAMFantasy for some sources!)
  • Some of the neighbors now have "groups", they can be very aroused and keep on going after the first sound is played and go to the next one.
  • Refactored/cleaned up/optimized a section of the code to ease future updates

Ambiences
  • Added a bunch of new ambiences (caves, urban, fridge, server rooms, waterfall, water etc...)
  • Fixed a...

Read the rest of this update entry...
 
why they sound so wild 🫣

Ho btw. This is because the source are not "porn snusnu fake af". These are manually crafted with years of gathering free/cc overhead or intimate amateur sounds. They're actual real people having a great moment, not actors.
 
hazmhox updated VAMAtmosphere with a new update entry:

New sounds & Erratum

Neighbors
  • Added new wip neighbors sex sounds as a bonus for my mistake on the last version

Ambiences
  • Renamed amb_frige to amb_fridge. Ensure updating your scenes if you're using it.

Note:
The amb_fridge was incorrectly named, so I prefer to fix immediately as a precaution since the update is only a couple of days. As usual with all my plugins, throw away all previous versions and keep only the...

Read the rest of this update entry...
 
hazmhox updated VAMAtmosphere with a new update entry:

New sounds & remix

Neighbors
  • Added new sex sounds
  • Completely remixed the sex sounds and made them crispier/clearer as I wasn't completely happy of the current mix.
  • Added "Sound Low Pass" and "Sound High Pass" options

Tips & tricks

As the mix of the sounds has changed a lot, I made a default preset for the plugin to have the Low Pass option at 750 and the high pass at 25.
I made this choice to keep a closer feeling to the previous sounds for old...

Read the rest of this update entry...
 
Good thing, but request - perhaps would be good to add more of realistic room ambiences (various idles, near to quiet i mean).
For a multi-apartment panel building. The background noise of electricity or a running refrigerator, subtle low-frequency sounds behind the wall, occasional sounds of dishes, and conversations behind the wall.
This asset does have some of these, but very little (in my opinion)/ And there's too much here for a fantasy setting (like sci fi ambiences etc). More neutral/realistic elements are needed please.

UPD
For example - Do i will wrong if say that there is no permanent background noises at all (in this asset) ?
 
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For example - Do i will wrong if say that there is no permanent background noises at all (in this asset) ?

"This asset" is kinda vague :LOL:
VAMA covers thunder, neighbors and overall ambiances.

If you're talking about Ambiances, then yes you are wrong :p
There are a bunch of permanent loops, servers, vent, shower, rumbles, fridge. You can be widly creative by using the high and low pass filters to fit a "behind" the wall situation OR, simply a creative implementation of a sound. For instance, the server room with heavy HP/LP can be used as an electronic/electric device humming. Also, if you add pitch to the equation, it's starting to be wild for the potential possibilities.

I can potentially do the "subtle low-frequency sounds behind the wall / occasional sounds of dishes" but conversations are simply just a no because of the complexity and potentially repeating annoyance. I could potentially try to find snippets and include them is the neighbor system on the other hand. But for ambiances, definitely no discussions are gonna be added.
 
@hazmhox
Well ok perhaps i not enoghly diged this thing yet.
In any case Don't discount this trend in everyday realism pls.
 
Well ok perhaps i not enoghly diged this thing yet.

That's generally better to actually use the plugin extensively before making requests :p


In any case Don't discount this trend in everyday realism pls.

I don't but I also hope/count on creators/players to be creative with the assets. I can't really make everyone happy but I'm trying to give a spectrum wide enough to be usable if you're experimenting with the plugin ;)
 
is it possible to have two ambience in a scene, im getting an error when i add another one
 
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is it possible to have to ambience in a scene, im getting an error when i add another one

Of course, that's the goal : )
Ensure you only have a single version of the plugin, preferrably the last one. Never use two different versions.
 
hazmhox updated VAMAtmosphere with a new update entry:

New plugin & quick fixes

Neighbors Player
  • Added a new plugin called Neighbors player allowing you to play any sound of the neighbors in a playlist.
    As usual, add a Custom Unity Asset atom and load the preset from the package called "Neighbors_Player_default". poke @VAMFantasy
    • The Neighbors player is meant to be a single "audio source" and allows you to select a set of sound to be played in loop or randomly (both normal tasks or sex). You can use the "show...

Read the rest of this update entry...
 
Error during attempt to load assetbundle hazmhox.vamatmosphere.20:/Custom/Assets/hazmhox/audio/vamatmosphere/vamatmosphere_assets.assetbundle. Not valid
 
Error during attempt to load assetbundle hazmhox.vamatmosphere.20:/Custom/Assets/hazmhox/audio/vamatmosphere/vamatmosphere_assets.assetbundle. Not valid

 
A while ago I was playing around with the occlusion plugin, and I noticed the proximity bleed effect seems to be behaving in an unintended way:
At a distance everything works correctly, with spatial starting out at full 1.0, and as you get closer it starts ticking down to whatever your target value is.
However, when you hit the close threshold, it resets fully back to 1.0.
Looking at the code it seems to be the value being reset before an if/else structure skips the distance calculations if inside the cutoff range.
Changing the reset to grab the current spatialBlend value from the AudioSource stops it from resetting the value back to 1.0, and lets you control it through other means again, but it looks like reworking the distance calculation might be a better idea, since it's very easy to move the camera closer than the cutoff between frames and having the value stop way above the intended minimum.
 
Yo @Dombl , thanks for the report.

You're right, that's a bit of an oversight ( probably some late codin' )... the spatial blend is completely resetted at 1 if you're under the cap I arbitrarly chose which is 1 meter. Since I tend to avoid even small maths computations on a per frame basis, I did not thought of that side effect.

I need to think how to default it to not break legacy scenes... maybe assuming a maximum stereo bleed of 0.5 would be enough.

since it's very easy to move the camera closer than the cutoff between frames and having the value stop way above the intended minimum

With a proper clamping and fixing my condition mistake that should be alright.

But besides that, moving the camera fast enough to end up having that kind of issue is a situation I'd consider very rare and probably never happening in a normal gameplay situation... so more or less during "scripting/editing" which is not a big deal if the audio is not that precise.
That said if you have a specific actual real use case for that situation, I'm curious.
 
That said if you have a specific actual real use case for that situation, I'm curious.
Eh, probably just a usage case bias, since I rarely actually end up opening a scene in VR, and rotating or zooming the desktop camera can make it move pretty fast.
I also noticed a weird "hump" popping up every now and then I couldn't figure out that I just just realized the cause of; if none of the occlusion rays hit anything the whole calculation also gets skipped!
That really had me scratching my head. Couldn't see the forest for the trees, and what made me notice it? Sweeping the camera past a bunch of trees!

Now that I think about it, that may have been the cause of it, more than camera speeds, since it stopped checking when I popped the camera out of the trees far enough.
 
I also noticed a weird "hump" popping up every now and then I couldn't figure out that I just just realized the cause of; if none of the occlusion rays hit anything the whole calculation also gets skipped!

Yup that's wanted! The proximity/stereo bleed is assuming that you are at least a bit occluded, as I added this option to simulate the bounce around you when you are close to the source. Either from the sound bouncing around and getting to you from another point of entry ( let's say a L or U shaped corridor ) or if you're very close to a wall with a source behind, the effect of the sound spreading through the medium.

So if you are close to a source and fully non occluded, you don't get any bleed.

I'd say that in general, you wouldn't have massive jump in value (instantly) as the value is interpolated (and you can configure it in the settings if you want)... but if you have real situations where you feel it's buggy/not behaving as expected. I definitely would look at your example scene : )

I'm looking into it. I've fixed the bleed thingy and made it compute all the time with slight adjustments. I'll @ you when the thing comes out ^^
 
Yup that's wanted! The proximity/stereo bleed is assuming that you are at least a bit occluded, as I added this option to simulate the bounce around you when you are close to the source.
Ah, then I may have been trying to use it in an unintended way, since I was trying to make an audio source playing music in one room, that had the spatial audio set really low to simulate how it would sound when you are in the middle of a room with many speakers, while letting it get some directional audio from a distance and trigger the audio muffling in the parts of the scene off in a side room.
 
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