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Trying to utilize dynamic realtime objects

Open mojoyup1528 opened this issue 6 years ago • 8 comments

I have set up the scene properly, and there is no change in effects in sound while moving a dynamic object between the source and listener. THis is an error that I get for this. Any idea what this is and guidance on how to make this work?

ERROR: Exception: Exception of type 'System.Exception' was thrown.
SteamAudio.SteamAudioManager.CreateInstancedMesh (System.String assetFileName, UnityEngine.Transform instanceTransform, System.IntPtr& instancedMesh) (at Assets/SteamAudio/SteamAudioManager.cs:237)
SteamAudio.SteamAudioDynamicObject.Awake () (at Assets/SteamAudio/SteamAudioDynamicObject.cs:30)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)
Editing:PlaceCubeNear(Vector3) (at Assets/Scripts/Editing.cs:127)
Editing:Update() (at Assets/Scripts/Editing.cs:50)

mojoyup1528 avatar Mar 18 '19 22:03 mojoyup1528

Editing is a script I created. So there is not a confusion there.

mojoyup1528 avatar Mar 18 '19 22:03 mojoyup1528

I also get an engine crash that happens when I use Embree and TrueAudio Next. When I export Scene, then export all dynamic objects, then run, the program fatal errors and closes for report. Unity that is, all together.

mojoyup1528 avatar Mar 18 '19 22:03 mojoyup1528

UPDATE: I believe it has everything to do with TrueAudioNext. I changed That back to Phonon and I am getting some results, just takes a while to get rid of the frequency shifts when moving.

mojoyup1528 avatar Mar 18 '19 22:03 mojoyup1528

NEW UPDATE: After what I believe was fixed, from changing TrueAudio NExt back to Phonon, I am now noticing that the indirect Audio regardless of baked, realtime, or dynamic objects with materials have no difference. It seems only direct audio is working. hmmmm. Will keep trying other things and update. It alsmost seems like indirect (either with or without binaural) is just gone, though I have reflections and indirect on as before etc. Update soon.

mojoyup1528 avatar Mar 19 '19 16:03 mojoyup1528

I verified this by getting rid of dynamic objects and then just importing a model and adding the standard steam audio goemetry and materials, exporting scene and running. Then changing source and reciever during runtime to check for resonance and it is always only direct audio no matter what I do.

mojoyup1528 avatar Mar 19 '19 16:03 mojoyup1528

Wondering if it could be due to custom material settings? That is my next thought. Changing those values then will post an update. Due to the thickness of my material, I did modify to custom at one point to create a more realistic damping effect.

mojoyup1528 avatar Mar 19 '19 16:03 mojoyup1528

So, I lgot dynamics working now. But now I have another VERY BIG issue with realistic indirect sound. It is very "pop" "pop" realtime and there are points where it gets REALLy loud and then nothing within 1/1000 of a unit movement( in other words like a cm or mm). Plus NO DIFFRACTION. If the source and listener are not seen by each other, there goes the sound...flat as a dead snake in the road.

mojoyup1528 avatar Mar 20 '19 19:03 mojoyup1528