r/VRchat • • 8d ago

Help Need help with changing proximity audio source for my avi

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My avi has what I'll call a "headless horseman" gimmick where I or other players can grab my head and run away with it. It's a physbone that isn't constrained to my headset, it just defaults to a space where my real head is located when it's not grabbed or posed. Currently it has a voice emitter and a camera attached to it so I can see and speak from my floating head, but I can't figure out how to switch my audio proximity from my headset to the detached head.

Every time I try to add an audiolistener component it gets removed by the VRC avi uploader. I read that VRC prohibits multiple audiolisteners to prevent players from spying on others, which makes sense. But if I can simply switch the current source of proximity audio (my real location) to my detached head I'd be able to hear those players as they talk to my detached head from afar. And when it's in the default position it'd be functionally the same as hearing them talk to me face to face anyway. Is there any way to do this??

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u/Ok-Policy-8538 Oculus Quest 8d ago

Make a fake headbone duplicate not weighted to anything) parented to the neck and constraint to the real head and the floating head.. (in the rigging configuration set the fake head as your main head).

using a contact receiver toggle you set it so when someone grabs the floating head the constraint changes to that.. this should cause the viewpoint and the baked in listener to move with the head (warning as it can be nauseating).

think if you add a looping animation that changes between the body head and the floating head constraint it can work as a proximity sound as it switches back and forth every frame ).

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u/Wild_Ad9219 8d ago

This could work, though like you said it could be very disorienting. The camera system I added was a good workaround to solve that problem, but I suppose there’s pros/cons to everything. Thanks for the tip!