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How to Set Up Voice Directionality

Guribo edited this page Jul 5, 2026 · 2 revisions

How to Set Up Voice Directionality

Step-by-step guide for making head rotation affect voice range in your world.

Prerequisites

  1. TLP_PlayerAudioController prefab in your scene at Packages/tlp.udonvoiceutils/Runtime/Prefabs/Core/TLP_PlayerAudioController.prefab
  2. TLP_Essentials prefab at Packages/tlp.udonutils/Runtime/Prefabs/TLP_Essentials.prefab

Set Up Global Directionality

  1. Select the TLP_PlayerAudioController GameObject
  2. Find the PlayerAudioConfigurationModel component
  3. Locate the directionality fields:
Field Effect Range
ListenerDirectionality Reduces range when you face away from the speaker 0–1
PlayerDirectionality Reduces range when the speaker faces away from you 0–1
  1. Set values:
    • 0.0 — no directionality (default, range unchanged)
    • 0.5 — moderate (facing away reduces range by ~50%)
    • 1.0 — full (facing away can reduce range up to 100%)

Set Up Per-Zone Directionality

  1. Select the GameObject with PlayerAudioOverride
  2. Set ListenerDirectionality and PlayerDirectionality independently per zone

Example: Stage vs Lounge

  • Stage zone: high directionality (audience hears performers clearly, chatter behind them is quiet)
  • Lounge zone: low directionality (easy conversation from any angle)

Test

  1. Enable ClientSim
  2. Click Play
  3. Enable directionality settings on the PlayerAudioController or a zone override
  4. Stand near a speaker and turn away — voice should fade
  5. Have the speaker turn away from you — their voice should also fade

Tips

  • Both settings are independent — you can enable one, both, or neither
  • Both effects are multiplied together for the final range multiplier
  • Start with moderate values (0.3–0.5) — full directionality (1.0) can feel extreme
  • Test with multiple players to verify both listener and speaker effects

See Also

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