Nikunj Raghuvanshi

Results 11 comments of Nikunj Raghuvanshi

Hey @AndersMalmgren good to hear from you; yeah it needs to be smarter. Current algo just considers each Z plane as an independent thing for spacing things out, but on...

@jaegrover - we indeed have a source licensing program attached to the GDK through which we are doing two-way partnerships to do collaborative improvements to the tech. That seems a...

Thanks for the positive remarks about the tech @jaegrover. @AndersMalmgren, RE: CPU, Our key learning from Onward was that the actual acoustic calcs were practical, but the bottleneck was our...

@borogove: This is a good point and a common practical issue, we agree that fixing this would boost practical usability of the system. Disregarding CPU expense, an automated search has...

> I hear what you're saying but I only half agree; in most cases I'd rather have the ticking clock sounding in the wrong place than not at all. I...

Yes, and to be sure, we could fill all closed volumes easily during voxelization - but then we will be imposing the requirement of water-tight meshes, with the risk of...

Also - it is super cool that you were able to use the voxel API! I think its a matter of finding some reliable audio event metadata to cue the...

As another thought, actually collision volume is a very promising solution, not for using directly for baking, but for nudging the emitter location - assuming it is easy for you...

If most of the scene is open, I would actually suggest setting the max spacing parameter to, say, 8 meters or similar and run the pre-bake - the probe layout...

Hi @VadNz - Thanks for sharing the debug viz. Where is the sound source in this? Is it at the player, or near the walls perhaps?