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Pathing may not work on 4.6 #401
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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 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:
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@lakulish Thanks, I will export it and check how it looks myself first :) |
OBJ looks ok, here it is https://drive.google.com/file/d/1Wi_PqtCj4tBJqaiMS5Wa2cIAkjCNh6jF/view?usp=sharing |
@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. |
@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. |
@lakulish I found that this might be because of my modifications. I will provide more info tomorrow. |
By probes range I mean range defined in IPLSphere as single probe. |
@devil304 Yes, that is correct. The source (and the listener) must be in the range of at least one probe. |
@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 |
@devil304 Yes, |
@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 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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