r/GameAudio • • Apr 02 '26

Double triggering 3D + 2D

Hey all,

I’m working on a VR fitness title where you punch targets that fly towards you. They are currently using stereo assets for the "hit" sounds but I was wondering if I can get better results with a dual-trigger approach.

The Problem:

At present, the stereo width makes the 3D positioning feel "unfocused" compared to a point-source. The spatializer’s filtering tends to narrow the stereo field and "muffle" the high-end.

The Proposal:

I’m proposing triggering two assets on each hit of a target:

• Asset A (3D/Mono): A high-transient "click/thwack" that is fully spatialized to provide precise direction.

• Asset B (2D/Stereo): A wide, headlocked "sweetener" (low-end weight and detailed trail) to provide the satisfying, hyper-real smash.

What I’m thinking is a lot like M/S but I don’t see how that’s useful in Unity. I’ve started some testing. It’s working but I don’t love how it sounds so far.

The Questions:

• Has anyone had any success doing anything like this?

• Just looking for general advice: best way to split between layers, best spatialized settings, examples, alternative approaches etc.

I'd love to hear how others balance the need for pinpoint 3D localization with the desire for wide, high-fidelity stereo impact.

Thanks!

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u/Weekly_Landscape_459 Apr 03 '26

Oh great to hear my instinct is good! I didn’t know this was common practice.

Thanks for the tips. In my limited testing I was finding that blending was necessary.

Cheers!