Problem with spatial sound on mobile and Ipad

I have seen many topics on sound and IOS, but I have not found any, which describe a situation where the sound doesn t decrease with the distance, while it is wotking perfectly on Mac destop. I have choosen “exponential” decreasing way, and the sound stays the same on the Iphone and Ipad. In another hand I have one entity with autoplay, which is not working at all, on mob device. that makes a lot of sounds issues…

@autoplay From my experience with WebXR and mobile devices “autoplay” sound does not work because in browsers users need to interact with the page before sound is allowed to play. so it is better to implement something like a »start« button and start the sound, when the user clicks on the button.

You didn’t got me right, I know about the limitation you are talking about, I was speaking of a situation were all the sounds started by scripts are playing, but the one in autoplay is not. When played on a desktop everything works. The limitation you are talking about is present also on desktop, and I have created a launch screen in order to have, all sounds are playing nomrally when the game starts. There are some issues using Ipads, and also safari, because I get an error warning on one of the sound file which is not loading through safari but loads itself perfedftly with Chrone. My project is huge, so I think I will forget Ipads and mobile phone, since

  1. too many sounds issues,
  2. too many limitations in terms of material numbres, shaders, poilygones etc…
    I don t want tp sacrify immersivity of the game and I bet by the time I finished my project, pads and mobs will have tremmendously evolved… it will be time to extend the project.