Comments (3)
Issue seems to be outside Steam Audio Unity plugin and more related to audio driver capabilities to playback with DSP Buffer Size set to Best Latency.
http://steamcommunity.com/app/596420/discussions/0/133261370008671286/
from steam-audio.
Further, C API does not exhibit any popping issue in a standalone application when using buffer sizes equivalent to Best Latency in Unity (256 samples per frame)
from steam-audio.
Could it be related to #37? I also hear pops with C API iplApplyBinauralEffect() and moving sources if the DSP size is small -- very noticeable at 256 samples, unbearable at 64 samples.
from steam-audio.
Related Issues (20)
- iplSimulatorRunReflections will crash, if any IPLReflectionEffect channel count differ from Simulator channel count
- [Unity/Fmod] Oneshots played side by side from the same source do not have proper reflection applied using Convolution
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- [C api / Rust bindings] Crash upon calling iplSimulatorRunReflections in minimal setup (status access violation) HOT 2
- Attenuation Incorrect for Multiple Audio Sources HOT 7
- 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 3
- Curve driven reflection attenuation incorrect for logarithmic fall off HOT 1
- SteamAudioSource debug problem
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- Crashing iplSimulatorRunReflections with baking HOT 16
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- 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"
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