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Pathing may not work on 4.6 #401

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devil304 opened this issue Feb 21, 2025 · 12 comments
Open

Pathing may not work on 4.6 #401

devil304 opened this issue Feb 21, 2025 · 12 comments

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@devil304
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devil304 commented Feb 21, 2025

I don't know if pathing work on version 4.6 in Unity 6000.0.32f1. If I understand it correctly when I have probes with baked pathing the when Audio Source is occluded in winding tunnel it should still be heard by listener but from direction of for example enetrance of this tunnel.
No I have probes and audio geometry (with rock audio material) as in pictures below, probes have baked pathing and audio source (blue dot) have pathing enabled and occlusion and transmition, and there is listener with steam audio listener component (green dot) and I hear nothing, like it's just occluded, no sound is pathed. Tried two diffrent probes layouts.
(those are like caves/tunnels, this geometry showed on screen shots, audio source and listenere are inside them, they are connected)

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@devil304
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Probes appear to be bigger than normal on my screenshots becouse I modified their Gizmos to show range not only position, but it shouldn't influence probes working in any case.

@devil304 devil304 changed the title Pathing may not wiork on 4.6 Pathing may not work on 4.6 Feb 21, 2025
@lakulish
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@devil304 Pathing works on our end on a very simple test scene (floor and a single wall). Your settings all seem to be correct, so most likely one of two things is happening:

  1. Pathing is working, but the audio is too faint to be heard. We have experienced this during our testing and are investigating.
  2. Something about your specific geometry is causing the pathing system to fail to find any paths. If you'd like, you can export your scene to an .obj file and send it to us, we can import it into Unity and try it out.

@devil304
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@lakulish Thanks, I will export it and check how it looks myself first :)
As to faint audio, direct audio is not too loud but also not too quiet (its medium volume to my ear) but even with Pathing Mix set to 10 (as you can see on screenshot) I heard nothing.
Will provide more info on Monday.

@devil304
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devil304 commented Mar 3, 2025

OBJ looks ok, here it is https://drive.google.com/file/d/1Wi_PqtCj4tBJqaiMS5Wa2cIAkjCNh6jF/view?usp=sharing
Also, I have one question, how Sphere radius work? I can't find detailed information in any documentation. I mean Sphere range as Probe in Probe Batch. Radius for baking pathing is defined in settings, so it's something else. Does listener need to be in any probe radius for them to work? I know from testing that it's not the case for listener based reverb.

@devil304
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devil304 commented Mar 3, 2025

@lakulish also I tested and in my tests very faint audio from occluded objects is because of transmission after occlusion. When I changed transmission values to 0 then it was complete silence when occluded, as pathing wasn't working.

@lakulish
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lakulish commented Mar 3, 2025

@devil304 Thanks for providing the OBJ file. This is very useful. One more question though: can you provide more details (e.g. screenshot) of your Steam Audio Probe Batch settings? I want to make sure I'm using probes generated in a box of the same size, with the same spacing and height above the floor.

One thing I noticed while experimenting with this OBJ file, is that depending on how the source and/or listener are placed, they may lie outside the influence of any probe, in which case no paths will be found. Once I match against your probe generation settings, I can confirm whether this is in fact the issue you are encountering, or whether it's something else.

@devil304
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devil304 commented Mar 3, 2025

@lakulish I found that this might be because of my modifications. I will provide more info tomorrow.
Also, important question, so audio source and listener must be in range of some probes? Of they aren't then no probe related functions will work? Am I correct?

@devil304
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devil304 commented Mar 3, 2025

By probes range I mean range defined in IPLSphere as single probe.

@lakulish
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lakulish commented Mar 3, 2025

@devil304 Yes, that is correct. The source (and the listener) must be in the range of at least one probe.

@devil304
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devil304 commented Mar 3, 2025

@lakulish One last question. On examples showed on my screenshots, I have two probes placements (both didn't work for me). One is generated using your generate uniform floor, and second (this without probes over cave) is generated by my custom method. Because I did not found any method to create ProbeArray from Unity, I'm using there API.iplProbeBatchAddProbe is this fine or is there better solution?
Your default probes placement methods aren't sufficient for our use case in VR game.

@lakulish
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lakulish commented Mar 3, 2025

@devil304 Yes, iplProbeBatchAddProbe is the correct approach. Of course, we're open to suggestions for improved API around this functionality.

@devil304
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devil304 commented Mar 4, 2025

@lakulish I checked everything, and it wasn't working because of my modifications that update spatializer parameters when dirty (on AudioSources). When I reverted them, everything works, except of that faint pathing that you mentioned. I'm having this faint pathing from time to time but it's working now, and now I also know how to fix my probes placement method, thanks to you! :)
I'm not closing this issue because faint pathing is till a problem :/

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