/// <summary> /// -1 for full left, 0 for center, 1 for full right. This pan is based on "balance effect" and not a "constant energy pan". That is /// at the center you hear each side fully. (Constant energy pan has 3dB attenuation to both on center.) /// /// [iOS] 2D panning in iOS will be emulated in OpenAL's 3D audio engine by splitting your stereo sound into a separated mono sounds, /// then position each one on left and right ear of the listener. When panning, instead of adjusting gain we will just move the source /// further from the listener and the distance attenuation will do the work. (Gain is reserved to the setting volume command, /// so we have 2 stage of gain adjustment this way. /// /// [Android] Maps to SLVolumeItf interface -> SetStereoPosition /// </summary> /// <param name="pan"></param> public void SetPan(float pan) { #if UNITY_IOS NativeAudio._SetPan(InstanceIndex, pan); #elif UNITY_ANDROID NativeAudio.setPan(InstanceIndex, pan); #endif }
/// <summary> /// -1 for full left, 0 for center, 1 for full right. This pan is based on "balance effect" and not a "constant energy pan". That is /// at the center you hear each side fully. (Constant energy pan has 3dB attenuation to both on center.) /// /// [iOS] 2D panning in iOS will be emulated in OpenAL's 3D audio engine by splitting your stereo sound into a separated mono sounds, /// then position each one on left and right ear of the listener. When panning, instead of adjusting gain we will just move the source /// further from the listener and the distance attenuation will do the work. (Gain is reserved to the setting volume command, /// so we have 2 stage of gain adjustment this way. /// /// [Android] Maps to SLVolumeItf interface -> SetStereoPosition /// </summary> /// <param name="pan"></param> public void SetPan(float pan) { AssertInitialized(); #if UNITY_IOS NativeAudio._SetPan(InstanceIndex, pan); #elif UNITY_ANDROID NativeAudio.setPan(InstanceIndex, pan); #endif }