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[FMOD+C-API] Baked reflections are instantly cut off when the sound ends when using FMOD.

Open JamDoggie opened this issue 2 months ago • 0 comments

System Information Please provide the following information about your system:

  • Steam Audio version: 4.7.0
  • (If applicable) Unity version: N/A
  • (If applicable) Unreal Engine version: N/A
  • (If applicable) FMOD Studio version: 2.03.10
  • Operating System and version: Windows 11 25H2 26200.7171
  • (Optional) CPU architecture (e.g. x86-64, armv7): x86-64

Issue Description Using FMOD Studio, audio sources with reverb get cut off as soon as the event is done playing. This means that, even in a room with lots of echo, the reflection tails get immediately cut off. This issue seems to happen SPECIFICALLY with baked reflections (I'm using static source baked reflections), though I'm not sure if it's just less noticeable with realtime calculated reflections as they do end up sounding generally shorter.

Steps To Reproduce Steps to reproduce the behavior:

  1. Bake a probe batch for a static source
  2. Emit an FMOD event for that static source in a room that will cause many reflections, and make sure the sound itself it quite short.
  3. Notice that the reflections are cut off immediately after the sound ends.

JamDoggie avatar Nov 19 '25 05:11 JamDoggie