You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Aug 5, 2022. It is now read-only.
I am trying to compare Resonance audio with Steam audio.
I did the tutorials and read all the manual for resonance and still can't get an answer. I want Resonance to use geometry physics based reverb in an outside world. I used the reverb baking and all that goes with it, and could not get what I expected.
Since it's not inside a room, I only used probes to create the effect. Let me show you
Steam works for this (black arrows = sound reflection)
With resonance, the sound bounces off everywhere and the reverb doesn't occlude even though the audio source does.
Resonance :
Here it bounces off my game objects AND the "collider" of the probe. When I exit the collider, the reverb suddenly cuts off.
How can I get a similar result than steam audio that sounds so smooth and realistic?
Thanks
The text was updated successfully, but these errors were encountered:
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Hello
I am trying to compare Resonance audio with Steam audio.
I did the tutorials and read all the manual for resonance and still can't get an answer. I want Resonance to use geometry physics based reverb in an outside world. I used the reverb baking and all that goes with it, and could not get what I expected.
Since it's not inside a room, I only used probes to create the effect. Let me show you
Steam works for this (black arrows = sound reflection)
With resonance, the sound bounces off everywhere and the reverb doesn't occlude even though the audio source does.
Resonance :
Here it bounces off my game objects AND the "collider" of the probe. When I exit the collider, the reverb suddenly cuts off.
How can I get a similar result than steam audio that sounds so smooth and realistic?
Thanks
The text was updated successfully, but these errors were encountered: