Comments (9)
Specifically, sound propagation effects (reverb/reflections) seem to be improperly attenuated. I suspect that the reverb/reflection system is using an audio stream from Unity that has been pre-attenuated based on the distance between the Listener and the Source. If you set Direct Mix Fraction to 0 (so that you only hear the reverbs/reflections), then the problem becomes more obvious. The reflections become substantially quieter when you move away from the Audio Source.
from steam-audio.
Guys, we really want to use steam audio but the aggressive cutoff both from distance and oclussion makes this plugin sadly pretty unusable, how close are you to release a version addressing this?
from steam-audio.
@AndersMalmgren - WIP. Unfortunately, do not have a ETA for you on this. We are still investigating the issue.
from steam-audio.
Any updates?
from steam-audio.
This is still a problem. When trying to use a custom curve, it seems to ignore the attenuation completely. Even if i set maximum distance to 2, I can still hear the sound all over the map with disabled physics based attenuation.
from steam-audio.
This issue is now 1.5 years old. Any update?
Did you come up with any workarounds? I'm thinking about programatically controlling the indirect reflections level, but didn't come up with an artist friendly concept. It would be best to have this as a curve in the AudioSource's 3D settings next to all the other parameters. Any ideas how to achieve that?
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Is this still WIP? Are there any news regarding custom attenuation curves for indirect sounds? Thanks!
from steam-audio.
I would like to know this as well. My issue is a complete drop in acoustics when a source and receiver are not visibly seen by each other, so zero zero zero diffraction etc. I NEEED this for a program I have been working on for months. Otherwise, trashcan it goes :/ Raycasting and distance attenuation should be not so tough to impliment. The problem with raycasting at the moment is that the plugin does not repeat ray reflections, I believe. I am sure it only casts a single ray and then thats about it......Not really tru raycasting quite yet, which is essential to solving these diffraction issues.
from steam-audio.
The latest release, Steam Audio 2.0-beta.18, includes this feature.
Refer to the documentation for more details. Feel free to try it out and let us know what you think.
from steam-audio.
Related Issues (20)
- iplSimulatorAddProbeBatch throws exception, if simulator is created without enabling pathing or indirect effects
- FFT implementations other than IPP on macOS x86_64 HOT 2
- [UE 5.1] The following modules are missing or built with a different engine version HOT 7
- Curve driven reflection attenuation incorrect for logarithmic fall off HOT 1
- SteamAudioSource debug problem
- Minimum distance in inverse distance attenuation and reflection produces NaN or weird output buffers HOT 1
- Crashing iplSimulatorRunReflections with baking HOT 16
- Can SteamAudio plugin be used on visionOS? HOT 2
- Popping when using default HRTF HOT 4
- Segfault in phonon_test HOT 3
- Script need to handle dependency folder name "lib64" / or rename to "lib"
- adding djfft as another fft implementation
- Redundant CMake re-configures automatically triggering HOT 1
- Unreal Engine 5.4 fail to build HOT 1
- ArrayMath crashes on x86_64 macOS and Linux during HRTF creation HOT 2
- Steam audio spatializer does not work correctly. FMOD+UNITY HOT 12
- UE 5.4.3 Startup crash
- UE 5.4 - reverb at the listener position - crash HOT 1
- [C API] Compilation issues with flatbuffers - with solutions HOT 1
- How do I play sound at a new position immediately? HOT 12
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from steam-audio.