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Microsoft Project Acoustics

This repository provides a communication channel for customers using Project Acoustics.

RELEASE UPDATE (November 17, 2022):

We're happy to announce that a new version of Project Acoustics is available! It includes many bug fixes and new features. The documentation has been updated at http://aka.ms/acoustics with information about new features and beta features. Here's a few highlights:

Version 2022.1 - November 2022

  • Full Unreal Marketplace and Download Center release
  • BREAKING CHANGES - Triton encoder updated to 4.0.0 from 3.02.01, removed Distance Warp design parameter
  • General
    • Migrate to VS2022
    • Year-based version scheme
  • HRTF PROCESSING
    • Shared results from FLEX listening test in Journal of the Acoustic Engineering Society
  • TRITON
    • New Voxel-free interpolator. Voxels only kept around for debug visuals. New interpolation API provides various modes to handle queries near geometry appropriately
    • Visualizer updated to support parameter field interpolation logic
    • Load multiple ACE files simultaneously at runtime
    • Moved API inputs and mesh parsing to double precision to support large worlds
  • UNREAL
    • Spatial reverb support in Unreal Audio plugin
    • New FLEX-based spatializer plugin
    • Expose Project Acoustics parameters to MetaSounds
    • UX for setting new interpolation modes
    • Support for UE5.1
    • Support for Android
    • Fix for portalling support with UE built-in panning
    • Fix for Python installation (support latest PythonNet)
    • Fix for custom IRs saving properly
  • WWISE
    • Spatial reverb plugin
    • Support Wwise 2022.1

Downloads

Resources


Contributing

This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.microsoft.com.

When you submit a pull request, a CLA-bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., label, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.

This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.

Legal Notices

Microsoft and any contributors grant you a license to the Microsoft documentation and other content in this repository under the Creative Commons Attribution 4.0 International Public License, see the LICENSE file, and grant you a license to any code in the repository under the MIT License, see the LICENSE-CODE file.

Microsoft, Windows, Microsoft Azure and/or other Microsoft products and services referenced in the documentation may be either trademarks or registered trademarks of Microsoft in the United States and/or other countries. The licenses for this project do not grant you rights to use any Microsoft names, logos, or trademarks. Microsoft's general trademark guidelines can be found at http://go.microsoft.com/fwlink/?LinkID=254653.

Privacy information can be found at https://privacy.microsoft.com/en-us/

Microsoft and any contributors reserve all other rights, whether under their respective copyrights, patents, or trademarks, whether by implication, estoppel or otherwise.

projectacoustics's People

Contributors

hakonstrande avatar kylestorck avatar microsoft-github-policy-service[bot] avatar microsoftopensource avatar mikechemi avatar msftgits avatar noelcross avatar

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projectacoustics's Issues

Override material properties

We are doing a POC with Project Acoustics on one of our scenes, a office building. Walls and ceiling uses 0.4 absorption to get correct acoustics for that kind of environment. But in the rest rooms we use same wall/ceiling material but a marble floor material. But the 0.4 absorption kills the marble echo effect. I could duplicate wall and ceiling materials and configure them separate for the rest rooms, but that will introduce more draw calls, plus its not a clean workflow.

I suggest you introduce a new component we can put on meshes so we can override material config. Either with an offset value or an absolute value. That way we can design variation.

Dynamic occluders

I'm sorry if this is covered in the docs but I couldn't find it. What about dynamic occludes like doors? I would be fine with portals similar to Unity occlusion portals that can just be closed or open.

Unable to build modules of Unreal Engine example project.

Hey guys,

first of all - hats off. Going to use PA in as much of my work as a sound designer as I can. Huge mad props for making this possible. As a designer I am just so happy that talented programmers develop stuff like this. Ever since I saw Project Triton on Gears 4 I was impressed.

THANK YOU!

I know this is not the Unreal forum, but I never had this issue before so I ask here.

I followed the guide step by step & now am supposed to rebuild modules. I am unable to build and am suggested to build from source manually, altho I have no idea how to do that (yet).

The log from the little build window says:

Parsing headers for UE4Editor
Running UnrealHeaderTool UE4Editor "F:\Games\UE_4.24\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed

That's it. I dont see an error there. I am probably looking at the wrong log, since it's so undetailed. :-/
I installed VS2017 and NET framework just before I did this, since I was given "missing XY" errors and I had to re-install that stuff.

Could you guys be so nice and point me into the right direction? :-/

I would be really thankful for that. My plan is actually to record & release step by step turorial videos on PA, since stuff like this is hard to learn and a great system like yours needs a ton more attention.

Thanks a lot!

Transient error messages when .ACE file is first created/imported

After baking a new level for the first time, I see an import error in the Unreal log:

AssetReimport: New page: Outstanding source content changes 1:32:01 AM
LogUObjectHash: Compacting FUObjectHashTables data took   1.54ms
LogUObjectHash: Compacting FUObjectHashTables data took   0.84ms
AssetReimport: Importing new asset /Game/Acoustics/medBay_Expanded_AcousticsData.
AssetReimport: Failed to import file C:/proj/phx/Dev-Main/Phoenix/Content/Acoustics/medBay_Expanded_AcousticsData.ace.
LogLinker: Failed to load '/Game/Acoustics/medBay_Expanded_AcousticsData': Can't find file.
LogLinker: Failed to load '/Game/Acoustics/medBay_Expanded_AcousticsData': Can't find file.
LogSavePackage: Moving '../../../Phoenix/Saved/medBay_Expanded_AcousticsDataE0A95F494ED39EB39A2358B93ECC48C6.tmp' to '../../../Phoenix/Content/Acoustics/medBay_Expanded_AcousticsData.uasset'

It seems to clear up by itself and the .ACE becomes usable shortly, but it's a little disconcerting to see the errors.

Multiple scenes point to the same AcousticParameters

In unity create a scene. Config it and prebake it. It will create a AcousticParameters asset for the scene. Create a new scene with another name, config it and prebake it it will create AcousticParameters asset. Move back to the first scene. It will now point to the new scene AcousticParameters and preview will preview voxels from newest scene, not the correct scene.

Seeing Voxels after a bake has been made

Hello!

Ok, so I've been working with Viking Village integrating project acoustics and doing a bake. I have the .ace file and have that tied to an acoustics manager gameobject with the ace file loaded. I'm playing a .wav file and positioning it with prebaked objects (the houses) in between it and the source, in order to test the occlusion. The Acoustics Adjust is tied to the audio source, enable acoustics is checked, occlusion is driven up to 2, transmission to 0, wetness to highest, but it does not occlude.

Is there anyway to resee the voxels? I can see them when I go to bake, and previewing what I'm going to get. What I'm worried about is somehow post bake I've "desynced" the ace file and I need to reattach it, but I can't seem to find the setting to turn the voxels back on. Under gizmos, the voxels and probes are checked but I see nothing.

Thanks!
Megan Frazier

Unable to build Project Acoustics sample project in UE4.22 + Wwise 2019.1.2

Hey there!

I'm hoping someone can help. I've been following the steps in the online quickstart and am having no luck being able to open the UE4 project.

I'm using UE4.22.3 and Wwise 2019.1.2.7018 with the required platforms.

I've run the PatchWise.bat, and I've also made the edit to the VSVersion to use VC150 because I'm using VS2019.

I've followed all the steps in the quickstart, but am left with this "OtherCompilationError" when UE tries to rebuild the modules. It seems there are a bunch of files that come up as not existing and then a bunch of declaration errors.

ProgressWriter.Write: @progress 'Generating code...' 0%
ProgressWriter.Write: @progress 'Generating code...' 33%
ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for AcousticsGameEditor
ExternalExecution.ExecuteHeaderToolIfNecessary:   Running UnrealHeaderTool "D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\AcousticsGame.uproject" "D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Intermediate\Build\Win64\AcousticsGameEditor\Development\AcousticsGameEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for AcousticsGameEditor in 5,0383433 seconds
ProgressWriter.Write: @progress 'Generating code...' 67%
ProgressWriter.Write: @progress 'Generating code...' 100%
ExternalExecution.ExecuteHeaderToolIfNecessary: @progress pop
ActionGraph.IsActionOutdated: Module.AkAudio.gen.4_of_4.cpp: Produced item "Module.AkAudio.gen.4_of_4.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.AkAudio.gen.4_of_4.cpp: Produced item "Module.AkAudio.gen.4_of_4.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: AcousticsGameSoundSource.gen.cpp: Produced item "AcousticsGameSoundSource.gen.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: AcousticsGameSoundSource.gen.cpp: Produced item "AcousticsGameSoundSource.gen.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-AudiokineticTools.dll: Produced item "UE4Editor-AudiokineticTools.pdb" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-ProjectAcousticsBakeUI.dll: Produced item "UE4Editor-ProjectAcousticsBakeUI.dll" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-ProjectAcousticsBakeUI.dll: Produced item "UE4Editor-ProjectAcousticsBakeUI.pdb" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-AcousticsGame.dll: Produced item "UE4Editor-AcousticsGame.dll" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-ProjectAcoustics.dll: Produced item "UE4Editor-ProjectAcoustics.dll" doesn't exist.
ActionGraph.IsActionOutdated: Module.AkAudio.cpp: Produced item "Module.AkAudio.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.ProjectAcoustics.cpp: Produced item "Module.ProjectAcoustics.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-AkAudio.lib: Produced item "UE4Editor-AkAudio.lib" doesn't exist.
ActionGraph.IsActionOutdated: Module.AkAudio.gen.3_of_4.cpp: Produced item "Module.AkAudio.gen.3_of_4.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-AkAudio.dll: Produced item "UE4Editor-AkAudio.pdb" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-ProjectAcoustics.lib: Produced item "UE4Editor-ProjectAcoustics.lib" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-AudiokineticTools.lib: Produced item "UE4Editor-AudiokineticTools.lib" doesn't exist.
ActionGraph.IsActionOutdated: Module.ProjectAcoustics.cpp: Produced item "Module.ProjectAcoustics.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: AcousticsGameEditor.target: Produced item "AcousticsGameEditor.target" doesn't exist.
ActionGraph.IsActionOutdated: Module.ProjectAcoustics.gen.cpp: Produced item "Module.ProjectAcoustics.gen.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.ProjectAcoustics.gen.cpp: Produced item "Module.ProjectAcoustics.gen.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-AcousticsGame.lib: Produced item "UE4Editor-AcousticsGame.lib" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-AcousticsGame.dll: Produced item "UE4Editor-AcousticsGame.pdb" doesn't exist.
ActionGraph.IsActionOutdated: UE4Editor-ProjectAcoustics.dll: Produced item "UE4Editor-ProjectAcoustics.pdb" doesn't exist.
ActionGraph.IsActionOutdated: Module.AkAudio.cpp: Produced item "Module.AkAudio.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.AkAudio.gen.1_of_4.cpp: Produced item "Module.AkAudio.gen.1_of_4.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.AudiokineticTools.cpp: Produced item "Module.AudiokineticTools.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.AkAudio.gen.1_of_4.cpp: Produced item "Module.AkAudio.gen.1_of_4.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.AudiokineticTools.cpp: Produced item "Module.AudiokineticTools.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.AkAudio.gen.3_of_4.cpp: Produced item "Module.AkAudio.gen.3_of_4.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: AcousticsGameCharacter.cpp: Produced item "AcousticsGameCharacter.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: AcousticsGameCharacter.cpp: Produced item "AcousticsGameCharacter.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: AcousticsGameSoundSource.cpp: Produced item "AcousticsGameSoundSource.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: AcousticsGameSoundSource.cpp: Produced item "AcousticsGameSoundSource.cpp.txt" doesn't exist.
BuildMode.Build: Using Visual Studio 2017 14.16.27023 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\BuildTools\VC\Tools\MSVC\14.16.27023) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
ParallelExecutor.ExecuteActions: Building 20 actions with 16 processes...
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 0%
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 5%
ParallelExecutor.ExecuteActions:   [1/20] AcousticsGameSoundSource.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 10%
ParallelExecutor.ExecuteActions:   [2/20] Module.ProjectAcoustics.gen.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 15%
ParallelExecutor.ExecuteActions:   [3/20] AcousticsGameSoundSource.gen.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 20%
ParallelExecutor.ExecuteActions:   [4/20] Module.ProjectAcoustics.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 25%
ParallelExecutor.ExecuteActions:   [5/20] AcousticsGameCharacter.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 30%
ParallelExecutor.ExecuteActions:   [6/20] Module.AkAudio.gen.3_of_4.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 35%
ParallelExecutor.ExecuteActions:   [7/20] Module.AkAudio.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp(3203): error C2601: 'FAkAudioDevice::SetMultipleObstructionAndOcclusion': local function definitions are illegal
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp(3184): note: this line contains a '{' which has not yet been matched
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp(3249): error C2601: 'FAkAudioDevice::SendPluginCustomGameData': local function definitions are illegal
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp(3184): note: this line contains a '{' which has not yet been matched
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Private\AkAudioDevice.cpp(3314): fatal error C1075: '{': no matching token found
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 40%
ParallelExecutor.ExecuteActions:   [8/20] Module.AkAudio.gen.1_of_4.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 45%
ParallelExecutor.ExecuteActions:   [9/20] Module.AkAudio.gen.4_of_4.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ProgressWriter.Write:   @progress 'Compiling C++ source code...' 50%
ParallelExecutor.ExecuteActions:   [10/20] Module.AudiokineticTools.cpp
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1442): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1444): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1464): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1466): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1486): error C2535: 'AKRESULT FAkAudioDevice::SetMultipleObstructionAndOcclusion(const UAkComponent *const ,const UAkComponent *const ,TArray<float,FDefaultAllocator>,TArray<float,FDefaultAllocator>)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1415): note: see declaration of 'FAkAudioDevice::SetMultipleObstructionAndOcclusion'
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1488): error C2535: 'AKRESULT FAkAudioDevice::SendPluginCustomGameData(AkUniqueID,AkGameObjectID,AkPluginType,AkUInt32,AkUInt32,const void *,AkUInt32)': member function already defined or declared
ParallelExecutor.ExecuteActions:   D:\Unreal Projects\ProjectAcousticsSampleProject\AcousticsGame\Plugins\Wwise\Source\AkAudio\Public\AkAudioDevice.h(1422): note: see declaration of 'FAkAudioDevice::SendPluginCustomGameData'
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main:    at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 175
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 308
UnrealBuildTool.Main:    at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 191
UnrealBuildTool.Main:    at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 443

Any help with this would be greatly appreciated!

Thanks!

Unity editor crash when reaching navigation bounding box and voxels spread outside box

Here is our scene, navigation mesh highlighted. The subway tunnels north of navigation bounding box span outside of the bounding box.

image

When voxels are previewed and I go beyond the green line unity crashes. I do not know if this affect runtime yet. Here is stacktrace

0x00007FFAF8688B24 (Triton.Preprocessor) TritonPreprocessor_SimulationConfiguration_IsVoxelOccupied
0x0000026324E73731 (Mono JIT Code) (wrapper managed-to-native) Triton.SimulationConfigNativeMethods:TritonPreprocessor_SimulationConfiguration_IsVoxelOccupied (intptr,Triton.ATKVectorI,bool&)
0x0000026318F7456B (Mono JIT Code) Triton.SimulationConfig:GetVoxelOccupancy (int,int,int)
0x0000026318F742EB (Mono JIT Code) [E:\Unity Projects\vwf_2018\Assets\Acoustics\Editor\AcousticsVoxelsRenderer.cs:229] Microsoft.Cloud.Acoustics.AcousticsVoxelsRenderer:GetVoxelOccupancy (int,int,int)
0x0000026318A4C803 (Mono JIT Code) [E:\Unity Projects\vwf_2018\Assets\Acoustics\Editor\AcousticsVoxelsRenderer.cs:163] Microsoft.Cloud.Acoustics.AcousticsVoxelsRenderer:Render ()
0x0000026318A48837 (Mono JIT Code) [E:\Unity Projects\vwf_2018\Assets\Acoustics\Scripts\AcousticsVoxels.cs:18] AcousticsVoxels:OnDrawGizmos ()
0x00000263775BA318 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFAB08ABFB0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFAB0832142 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
0x00007FFAB083B13F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
0x00007FF61B501012 (Unity) scripting_method_invoke
0x00007FF61B4FACC1 (Unity) ScriptingInvocation::Invoke
0x00007FF61B4FAF3E (Unity) ScriptingInvocation::InvokeChecked
0x00007FF61B559EB2 (Unity) SerializableManagedRef::CallMethod
0x00007FF61999EE07 (Unity) DrawMonoGizmo
0x00007FF61999BD27 (Unity) GizmoManager::DrawActiveGizmos
0x00007FF61999DBC0 (Unity) GizmoManager::DrawGizmos
0x00007FF619BD5FA7 (Unity) Camera::FinishRenderingEditorCamera
0x00007FF61A497301 (Unity) Handles_CUSTOM_Internal_FinishDrawingCamera
0x000002638030D487 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.Handles:Internal_FinishDrawingCamera (UnityEngine.Camera,bool)
0x00000263802D528B (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\Handles.cs:1381] UnityEditor.Handles:DrawCameraStep2 (UnityEngine.Camera,UnityEditor.DrawCameraMode,bool)
0x000002638028DA13 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\SceneView\SceneView.cs:2362] UnityEditor.SceneView:OnGUI ()
0x000002636E6A86C8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFAB08ABFB0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFAB0832142 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
0x00007FFAB083B312 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:3073] mono_runtime_invoke_checked
0x00007FFAB083BAA9 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:5264] mono_runtime_try_invoke_array
0x00007FFAB083B2A6 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:5142] mono_runtime_invoke_array_checked
0x00007FFAB07E02D4 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\icall.c:3358] ves_icall_InternalInvoke
0x00000263774388D6 (Mono JIT Code) (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (System.Reflection.MonoMethod,object,object[],System.Exception&)
0x0000026377436E3B (Mono JIT Code) System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
0x0000026377436AFF (Mono JIT Code) System.Reflection.MethodBase:Invoke (object,object[])
0x000002638001B323 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:359] UnityEditor.HostView:Invoke (string,object)
0x000002638001B173 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:354] UnityEditor.HostView:Invoke (string)
0x0000026380229F93 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\HostView.cs:323] UnityEditor.HostView:InvokeOnGUI (UnityEngine.Rect,UnityEngine.Rect)
0x00000263802297CB (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:375] UnityEditor.DockArea:DrawView (UnityEngine.Rect,UnityEngine.Rect,bool,bool)
0x0000026380213BA3 (Mono JIT Code) [C:\buildslave\unity\build\Editor\Mono\GUI\DockArea.cs:347] UnityEditor.DockArea:OldOnGUI ()
0x0000026380146CF9 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:281] UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect)
0x0000026380144CBB (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:485] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect)
0x0000026380142963 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:458] UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent ()
0x000002638013D242 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Renderer\UIRenderer\UIRenderers.cs:113] UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,bool,System.Exception&)
0x0000026380137BA3 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Renderer\UIRenderer\UIRenderDevice.cs:887] UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Rect,UnityEngine.Matrix4x4,UnityEngine.Texture,System.Exception&)
0x0000026380131363 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Renderer\UIRenderer\UIRenderDevice.cs:988] UnityEngine.UIElements.UIR.UIRenderDevice:DrawChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Rect,UnityEngine.Matrix4x4,UnityEngine.Texture,System.Exception&)
0x000002638011615B (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Renderer\UIRChainBuilder.cs:235] UnityEngine.UIElements.UIR.RenderChain:Render (UnityEngine.Rect,UnityEngine.Matrix4x4)
0x00000263801143D3 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Renderer\UIRRepaintUpdater.cs:67] UnityEngine.UIElements.UIRRepaintUpdater:DrawChain (UnityEngine.Rect,UnityEngine.Matrix4x4)
0x0000026380113CC0 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Renderer\UIRRepaintUpdater.cs:55] UnityEngine.UIElements.UIRRepaintUpdater:Update ()
0x00000263800F2201 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\VisualTreeUpdater.cs:73] UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTree ()
0x00000263800F1953 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\Panel.cs:638] UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
0x00000263800F0AD3 (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:246] UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
0x00000263800F061B (Mono JIT Code) [C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:78] UnityEngine.UIElements.UIElementsUtility:ProcessEvent (int,intptr)
0x00000263800EFE4E (Mono JIT Code) [C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179] UnityEngine.GUIUtility:ProcessEvent (int,intptr)
0x00000263800F0183 (Mono JIT Code) (wrapper runtime-invoke) :runtime_invoke_bool_int_intptr (object,intptr,intptr,intptr)
0x00007FFAB08ABFB0 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFAB0832142 (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2921] do_runtime_invoke
0x00007FFAB083B13F (mono-2.0-bdwgc) [c:\build\output\unity-technologies\mono\mono\metadata\object.c:2968] mono_runtime_invoke
0x00007FF61B501012 (Unity) scripting_method_invoke
0x00007FF61B4FACC1 (Unity) ScriptingInvocation::Invoke
0x00007FF61B4F4F1A (Unity) ScriptingInvocation::Invoke
0x00007FF618A2DEC9 (Unity) Scripting::UnityEngine::GUIUtilityProxy::ProcessEvent
0x00007FF6194AA96C (Unity) GUIView::ProcessRetainedMode
0x00007FF619E2EB47 (Unity) GUIView::OnInputEvent
0x00007FF6194AA87C (Unity) GUIView::ProcessInputEvent
0x00007FF619E1ECE7 (Unity) GUIView::DoPaint
0x00007FF619E3152D (Unity) GUIView::RepaintAll
0x00007FF61957A1FC (Unity) Application::TickTimer
0x00007FF619E0F0A0 (Unity) MainMessageLoop
0x00007FF619E11ABF (Unity) WinMain
0x00007FF61CACC962 (Unity) __scrt_common_main_seh
0x00007FFB26CC7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FFB2750CED1 (ntdll) RtlUserThreadStart

Just before crash I get this in log (you can ask @nikunjragh for full log)

---VOXELIZE NAVIGABLE AREA---

Mesh bbox: (-97.4111, -209.4, -16.8) - (24.1564, 195.881, 12.7442) meters
Voxelization bbox: (-127.393, -255.46, -27.11) - (49.0667, 36.26, 36.13) meters
Voxel map resolution: [ 346, 572, 124 ]. Total: 24541088
Refinement factor: 1

Rescaling mesh for voxelization and clearing voxel map.
Pruning triangles...
Pruned triangles down frNumber of probe points: 383
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Microsoft.Cloud.Acoustics.AcousticsEditor:DisplayPreviewResults() (at Assets\Acoustics\Editor\AcousticsEditor.cs:1640)
Microsoft.Cloud.Acoustics.AcousticsEditor:Update() (at Assets\Acoustics\Editor\AcousticsEditor.cs:189)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:359)
UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:353)
UnityEditor.HostView:SendUpdate() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:465)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at C:\buildslave\unity\build\Editor\Mono\EditorApplication.cs:303)

(Filename: Assets/Acoustics/Editor/AcousticsEditor.cs Line: 1640)

Hashing assets (1 files)... 0.000 seconds
file read: 0.000 seconds (0.003 MB)
wait for write: 0.000 seconds (I/O thread blocked by consumer, aka CPU bound)
wait for read: 0.000 seconds (CPUT thread waiting for I/O thread, aka disk bound)
hash: 0.000 seconds
Updating Assets/ExternalResources/UrbanUnderground/Scenes/Editor/Subway_AcousticParameters.asset - GUID: a33049cf8734bbc4d9f8e25213ad003a...
done. [Time: 3.669000 ms]
Refreshing native plugins compatible for Editor in 2.41 ms, found 18 plugins.
Preloading 2 native plugins for Editor in 0.10 ms.
Crash!!!

Sound fades in and out with tiny motions (Wwise vs PA in separate maps?)

PA 1.1, UE 4.23 (custom), VS2019, Wwise 2019.1.5.

I'm up and running in a coarse-bake acoustics environment, player running around a big area which includes a few subrooms. The effect of the environment on sounds seems glitchy in some cases.

Most noticeable: I have a room with highly absorptive (grass, 0.7) walls/floors/ceiling, open to a much bigger area with harder surfaces. Inside the "grass room" is an object emitting a kick-drum thump once per second. Standing next to it it sounds correctly dry. As player moves outside the room into the big hard space it gets reverby. Moving away from the door, it goes to silence when the player stops moving, but any extremely small movement of the camera (= listener) causes the sound to come back up in volume for a moment and then back down to silence. It sounds like it might be restarting a blend from a previous probe point every time I move, no matter how small the move.

I can provide video of this occurring if that's helpful.

FormatException: Input string was not in a correct format.

Hello,

I am having trouble launching probes calculation on Unity.
The bake panel does not show an estimated time, and i cannot click on the bake button.
I this recieve this error :

FormatException: Input string was not in a correct format.
System.Number.ParseDouble (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
System.Double.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
System.Double.Parse (System.String s) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
Microsoft.Cloud.Acoustics.ComputeCostPredictor.InitializeCostBasis (System.String costsheet, Microsoft.Cloud.Acoustics.SimulationConfiguration& costBasisConfiguration, System.Collections.Generic.List`1[Microsoft.Cloud.Acoustics.ComputeNodeCostInformation]& nodeCosts) (at <81f508e053f048a59a07e00307dfbdc1>:0)
Microsoft.Cloud.Acoustics.ComputeCostPredictor.EstimateProcessingTime (System.String costsheet, Microsoft.Cloud.Acoustics.SimulationConfiguration target, Microsoft.Cloud.Acoustics.ComputePoolConfiguration pool) (at <81f508e053f048a59a07e00307dfbdc1>:0)
Microsoft.Cloud.Acoustics.CloudProcessor.EstimateProcessingTime (System.String costsheet, Microsoft.Cloud.Acoustics.SimulationConfiguration targetConfiguration, Microsoft.Cloud.Acoustics.ComputePoolConfiguration targetPool) (at <81f508e053f048a59a07e00307dfbdc1>:0)
Microsoft.Cloud.Acoustics.AcousticsEditor.UpdateComputeTimeEstimate () (at Assets/Acoustics/Editor/AcousticsEditor.cs:1696)
Microsoft.Cloud.Acoustics.AcousticsEditor.DisplayPreviewResults () (at Assets/Acoustics/Editor/AcousticsEditor.cs:1638)
Microsoft.Cloud.Acoustics.AcousticsEditor.Update () (at Assets/Acoustics/Editor/AcousticsEditor.cs:189)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.SendUpdate () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:442)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:200)

Thank you for your help

Unity integration: FormatException: Input string was not in a correct format.

I get this when I try to calculate probes. Unity 2019.2.5. OS (Windows 10) is set to Swedish culture

FormatException: Input string was not in a correct format.
System.Number.ParseDouble (System.String value, System.Globalization.NumberStyles options, System.Globalization.NumberFormatInfo numfmt) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Double.Parse (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Double.Parse (System.String s) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
Microsoft.Cloud.Acoustics.ComputeCostPredictor.InitializeCostBasis (System.String costsheet, Microsoft.Cloud.Acoustics.SimulationConfiguration& costBasisConfiguration, System.Collections.Generic.List`1[Microsoft.Cloud.Acoustics.ComputeNodeCostInformation]& nodeCosts) (at <81f508e053f048a59a07e00307dfbdc1>:0)
Microsoft.Cloud.Acoustics.ComputeCostPredictor.EstimateProcessingTime (System.String costsheet, Microsoft.Cloud.Acoustics.SimulationConfiguration target, Microsoft.Cloud.Acoustics.ComputePoolConfiguration pool) (at <81f508e053f048a59a07e00307dfbdc1>:0)
Microsoft.Cloud.Acoustics.CloudProcessor.EstimateProcessingTime (System.String costsheet, Microsoft.Cloud.Acoustics.SimulationConfiguration targetConfiguration, Microsoft.Cloud.Acoustics.ComputePoolConfiguration targetPool) (at <81f508e053f048a59a07e00307dfbdc1>:0)
Microsoft.Cloud.Acoustics.AcousticsEditor.UpdateComputeTimeEstimate () (at Assets/Acoustics/Editor/AcousticsEditor.cs:1696)
Microsoft.Cloud.Acoustics.AcousticsEditor.DisplayPreviewResults () (at Assets/Acoustics/Editor/AcousticsEditor.cs:1638)
Microsoft.Cloud.Acoustics.AcousticsEditor.Update () (at Assets/Acoustics/Editor/AcousticsEditor.cs:189)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:359)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:353)
UnityEditor.HostView.SendUpdate () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:465)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:303)

Unable to bake / submit to Azure: "Too many probes!"

Hi folks, hope everyone is doing well despite all the chaos in the world at the moment :)

I'm currently working at integrating Project Acoustics with a VR FPS I'm working on. However, whenver attempting to Bake / submit the data to Azure, I receive the following error message:

Error: Too Many Probes!
Ensure the scene has a navmesh and try reducing the number of Acoustic Geometry objects.

Just to be safe, I tried this in a few different maps, including an extremely rudimentary test map that consisted of nothing more than 8 static meshes, each tagged with AcousticGeometry via the Acoustics window, all set to the same material, and a Unity Navmesh. I am using Unity 2019.3.0f6. I've tried a variety of different settings, including different Node Counts, Low Priority, and creating different Azure Storage/Batch accounts for different regions. What am I missing?

The only other info I can think to mention is that, when first importing the Project Acoustics Unity file, I received a crash, then was able to open relaunch Unity. On doing so, I had 999+ Compiler errors that seemed to stem from having imported a duplicate file. Per recommendation from a coder on our team, deleting "System.Runtime.CompilerServices.Unsafe.dll" resolved these errors and I've been able to launch successfully since then.

Thanks in advance for any advice you can offer. Best wishes,

-Jonathan

Unable to build Unreal Sample Project in UE 4.24

Hey guys,

I am back, since WWISE got updated to work with UE4.24.

I started with a clean slate and am getting stuck on building the project. This is the full log:

Log file open, 01/31/20 12:39:51
LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist
LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
LogInit: Display: Running engine for game: AcousticsGame
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 14 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.206412
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''
LogPluginManager: Warning: Plugin 'Wwise' is not compatible with the current engine version (4.22.0)
LogPluginManager: Mounting plugin Paper2D
LogPluginManager: Mounting plugin AISupport
LogPluginManager: Mounting plugin LiveLink
LogPluginManager: Mounting plugin LightPropagationVolume
LogPluginManager: Mounting plugin ActorLayerUtilities
LogPluginManager: Mounting plugin AnimationSharing
LogPluginManager: Mounting plugin CLionSourceCodeAccess
LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting plugin GitSourceControl
LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting plugin NullSourceCodeAccess
LogPluginManager: Mounting plugin PerforceSourceControl
LogPluginManager: Mounting plugin PlasticSourceControl
LogPluginManager: Mounting plugin SubversionSourceControl
LogPluginManager: Mounting plugin UObjectPlugin
LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting plugin XCodeSourceCodeAccess
LogPluginManager: Mounting plugin AssetManagerEditor
LogPluginManager: Mounting plugin CryptoKeys
LogPluginManager: Mounting plugin CurveEditorTools
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin EditorScriptingUtilities
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin MaterialAnalyzer
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin AutomationUtils
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin PlatformCrypto
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin PythonScriptPlugin
LogPluginManager: Mounting plugin SkeletalReduction
LogPluginManager: Mounting plugin MLSDK
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin ImgMedia
LogPluginManager: Mounting plugin MediaCompositing
LogPluginManager: Mounting plugin MediaPlayerEditor
LogPluginManager: Mounting plugin WmfMedia
LogPluginManager: Mounting plugin TcpMessaging
LogPluginManager: Mounting plugin UdpMessaging
LogPluginManager: Mounting plugin ActorSequence
LogPluginManager: Mounting plugin LevelSequenceEditor
LogPluginManager: Mounting plugin MatineeToLevelSequence
LogPluginManager: Mounting plugin NetcodeUnitTest
LogPluginManager: Mounting plugin NUTUnrealEngine4
LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting plugin OnlineSubsystemIOS
LogPluginManager: Mounting plugin OnlineSubsystem
LogPluginManager: Mounting plugin OnlineSubsystemNull
LogPluginManager: Mounting plugin OnlineSubsystemUtils
LogPluginManager: Mounting plugin LauncherChunkInstaller
LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting plugin AndroidMoviePlayer
LogPluginManager: Mounting plugin AndroidPermission
LogPluginManager: Mounting plugin AppleImageUtils
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin HoloLensAR
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AssetTags
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin IOSDeviceProfileSelector
LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting plugin LocationServicesBPLibrary
LogPluginManager: Mounting plugin MobilePatchingUtils
LogPluginManager: Mounting plugin OculusVR
LogPluginManager: Mounting plugin PhysXVehicles
LogPluginManager: Mounting plugin PostSplashScreen
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin WindowsMixedReality
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin ScreenshotTools
LogPluginManager: Mounting plugin Takes
LogPluginManager: Mounting plugin ProjectAcoustics
LogPluginManager: Mounting plugin Wwise
Launching UnrealBuildTool... [F:/Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe -Mode=QueryTargets -Project="F:/UnrealProjects/2_ProjectAcousticsSampleProject/AcousticsGame/AcousticsGame.uproject" -Output="F:/UnrealProjects/2_ProjectAcousticsSampleProject/AcousticsGame/Intermediate/TargetInfo.json"]
Launching UnrealBuildTool... [F:/Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe -Mode=QueryTargets -Project="F:/UnrealProjects/2_ProjectAcousticsSampleProject/AcousticsGame/AcousticsGame.uproject" -Output="F:/UnrealProjects/2_ProjectAcousticsSampleProject/AcousticsGame/Intermediate/TargetInfo.json"]
LogDesktopPlatform: Warning: Unable to read target info for ../../../../../UnrealProjects/2_ProjectAcousticsSampleProject/AcousticsGame/AcousticsGame.uproject
LogInit: Warning: Incompatible or missing module: AcousticsGame
LogInit: Warning: Incompatible or missing module: ProjectAcoustics
LogInit: Warning: Incompatible or missing module: ProjectAcousticsBakeUI
LogInit: Warning: Incompatible or missing module: AkAudio
LogInit: Warning: Incompatible or missing module: AudiokineticTools
Running F:/Games/UE_4.24/Engine/Binaries/DotNET/UnrealBuildTool.exe UE4Editor Development Win64 -Progress -NoHotReloadFromIDE
Creating makefile for UE4Editor (Build.version is newer)
@progress push 5%
Parsing headers for UE4Editor
  Running UnrealHeaderTool UE4Editor "F:\Games\UE_4.24\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for UE4Editor in 21.4392492 seconds
@progress pop
Building UE4Editor...
Using Visual Studio 2017 14.16.27035 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023) and Windows 10.0.17763.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 1 action with 4 processes...
  @progress 'Compiling C++ source code...' 0%
  @progress 'Compiling C++ source code...' 100%
  [1/1] UE4Editor.target
Total time in Parallel executor: 0.57 seconds
Total execution time: 28.31 seconds
LogInit: Warning: Still incompatible or missing module: AcousticsGame
LogInit: Warning: Still incompatible or missing module: ProjectAcoustics
LogInit: Warning: Still incompatible or missing module: ProjectAcousticsBakeUI
LogInit: Warning: Still incompatible or missing module: AkAudio
LogInit: Warning: Still incompatible or missing module: AudiokineticTools
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module DesktopPlatform (48)
LogModuleManager: Shutting down and abandoning module PythonScriptPluginPreload (46)
LogModuleManager: Shutting down and abandoning module PlatformCryptoOpenSSL (44)
LogModuleManager: Shutting down and abandoning module PlatformCryptoTypes (42)
LogModuleManager: Shutting down and abandoning module PlatformCrypto (40)
LogModuleManager: Shutting down and abandoning module AnimationModifiers (38)
LogModuleManager: Shutting down and abandoning module PropertyEditor (37)
LogModuleManager: Shutting down and abandoning module AudioEditor (34)
LogModuleManager: Shutting down and abandoning module TextureCompressor (32)
LogModuleManager: Shutting down and abandoning module RenderCore (30)
LogModuleManager: Shutting down and abandoning module Landscape (28)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (26)
LogModuleManager: Shutting down and abandoning module OpenGLDrv (24)
LogModuleManager: Shutting down and abandoning module D3D11RHI (22)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (20)
LogModuleManager: Shutting down and abandoning module Renderer (18)
LogModuleManager: Shutting down and abandoning module Engine (16)
LogModuleManager: Shutting down and abandoning module CoreUObject (14)
LogModuleManager: Shutting down and abandoning module NetworkFile (12)
LogModuleManager: Shutting down and abandoning module CookedIterativeFile (10)
LogModuleManager: Shutting down and abandoning module StreamingFile (8)
LogModuleManager: Shutting down and abandoning module SandboxFile (6)
LogModuleManager: Shutting down and abandoning module PakFile (4)
LogModuleManager: Shutting down and abandoning module RSA (3)
LogExit: Exiting.
Log file closed, 01/31/20 12:40:39

I am super greatful for any help. Last time I was trying to build with a WWISE version that didn't support 4.24 yet, but what could be the issue now?

Thanks a ton!

Crash using landscape as acoustic geo (was: Compute node disks full?)

I've successfully baked a small test map and am now attempting to try something a little bit bigger.

I'm looking at a coarse bake, probe count 8799, 17599 tasks for the compute pool, estimated compute cost 13d 10h 56m. I set the bake to use 20 F8S V2 nodes; the quotas on my free starter account limited this to two actual nodes, so I anticipated this taking about a week and kicked it off Friday night. It seemed to be making progress when I left the office Friday.

This morning progress was stalled at 771 tasks complete, two nodes marked "unusable". I opened a quota increase request with Azure support and got 25 FSV2 vCPUs. Progress resumed more rapidly, but it now seems stuck again at 3089/17599 tasks. This time 8 nodes are marked unusable and no others shown. Digging around a little I found that the nodes are reporting "not enough disk space on the node".

The bake appears to be unable to make progress due to the nodes being out of disk space, but that stall is not indicated in any way in the Unreal Editor UI, which says Status: Running: 3089/17599 tasks complete.

So I have a few questions here:

  • What's the relationship between nodes and vCPUs in Azure? How many nodes should be represented by my 25 vCPU quota? The pool overview says "Dedicated nodes: 8 -> 20"; what does that mean?
  • How much disk space, roughly should I expect to need per Acoustics bake task? I now see that F8s is the least-disky VM of those supported by Acoustics, at 64GB per vCPU; I was not expecting to generate many gigabytes of data in this process.
  • All of the nodes seem to be reporting having completed 385-386 tasks before reaching the unusable state, which seems oddly consistent. Is that expected? Is it expected that temp disk usage progressively increases to many gigabytes as tasks are completed?
  • Is there any way to recover this bake, or do I need to cancel and start over with more nodes with bigger temp disks?

VM support for Dv3 Series

I am using an Azure Student account, and I found that only Dv3 Series VM can be used. When I submit the bake job, azure indicates that "The specified account has reached core quota". Can this project support Dv3 Series?

Problems when maincamera is injected procedurally

Hey guys. Sorry for spamming you today. :D

In our game we add the main camera on Scene load, we load the new level async and when the new level is loaded fully we create a new camera rig (VR camera rig).

The API does not like this, console gets spammed with null reference

NullReferenceException: Object reference not set to an instance of an object
AcousticsManager.InitAcoustics () (at Assets/Acoustics/Scripts/AcousticsManager.cs:74)
AcousticsManager.OnEnable () (at Assets/Acoustics/Scripts/AcousticsManager.cs:214)
NullReferenceException: Object reference not set to an instance of an object
AcousticsManager.UpdateProbesForGizmo () (at Assets/Acoustics/Scripts/AcousticsManager.cs:167)
AcousticsManager.Update () (at Assets/Acoustics/Scripts/AcousticsManager.cs:254)

I have tried to load the Manager dynamicly after the camera rig is added. Nothing works.

Wave visualization in game

Hi everyone,

I was wondering if there would be a way to see the waves propagation in the built environment, or any kind of acoustics visual output (decaytime graphs, reverberance graphs, etc.) ?
Either as dynamic outputs like the .gif shown at the frontpage of Project acoustics, or static graphs of the acoustics informations ?

wave-simulation

I am using Project Acoustics on Unity, and am trying to implement it in my architecture design practice, to open up this powerful tool from game industry to architecture practice. As my graduation project at Architecture University of Paris-Malaquais (France).

Unreal game build fails - Async<bool> fails to specialize function template

UE 4.23 (custom), VS2019, Wwise 2019.1.5.

Integration instructions mostly worked as written -- a few notes:
Adding the plugin to already Wwise-integrated unreal project was a little fiddly.
PatchWwise.bat required a checkout step, as we use Perforce. The AkAudio.Build.cs patch put the line AddWwiseLib(Target, "AcousticsWwiseFx"); after the return in GetAvailablePlatforms, which threw an error. I changed it to AddWwiseLib( "AcousticsWwiseFx" ); and moved it into the constructor at the end of a stack of other AddWwiseLib calls.
AKAudio.Build is now split up into platform-specific files so the VSVersion change was done in AkAudio_Windows.build.cs.

On build, I get several warnings and an error:

1>Module.ProjectAcousticsBakeUI.cpp (0:03.25 at +0:00)
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsProbesTab.cpp(55): warning C4996: 'UStaticMesh::SectionInfoMap': Please do not access this member directly; use UStaticMesh::GetSectionInfoMap(). Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>D:\proj\phx\Dev-Main\Engine\Source\Runtime\Engine\Classes\Engine/StaticMesh.h(582): note: see declaration of 'UStaticMesh::SectionInfoMap'
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsProbesTab.cpp(58): warning C4996: 'UStaticMesh::SectionInfoMap': Please do not access this member directly; use UStaticMesh::GetSectionInfoMap(). Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>D:\proj\phx\Dev-Main\Engine\Source\Runtime\Engine\Classes\Engine/StaticMesh.h(582): note: see declaration of 'UStaticMesh::SectionInfoMap'
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsProbesTab.cpp(59): warning C4996: 'UStaticMesh::OriginalSectionInfoMap': Please do not access this member directly; use UStaticMesh::GetOriginalSectionInfoMap(). Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>D:\proj\phx\Dev-Main\Engine\Source\Runtime\Engine\Classes\Engine/StaticMesh.h(594): note: see declaration of 'UStaticMesh::OriginalSectionInfoMap'
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsProbesTab.cpp(93): warning C4996: 'UStaticMesh::SectionInfoMap': Please do not access this member directly; use UStaticMesh::GetSectionInfoMap(). Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>D:\proj\phx\Dev-Main\Engine\Source\Runtime\Engine\Classes\Engine/StaticMesh.h(582): note: see declaration of 'UStaticMesh::SectionInfoMap'
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsProbesTab.cpp(96): warning C4996: 'UStaticMesh::SectionInfoMap': Please do not access this member directly; use UStaticMesh::GetSectionInfoMap(). Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>D:\proj\phx\Dev-Main\Engine\Source\Runtime\Engine\Classes\Engine/StaticMesh.h(582): note: see declaration of 'UStaticMesh::SectionInfoMap'
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsProbesTab.cpp(97): warning C4996: 'UStaticMesh::OriginalSectionInfoMap': Please do not access this member directly; use UStaticMesh::GetOriginalSectionInfoMap(). Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
1>D:\proj\phx\Dev-Main\Engine\Source\Runtime\Engine\Classes\Engine/StaticMesh.h(594): note: see declaration of 'UStaticMesh::OriginalSectionInfoMap'
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsSimulationConfiguration.cpp(123): error C2672: 'Async': no matching overloaded function found
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsSimulationConfiguration.cpp(133): error C2893: Failed to specialize function template 'TFuture<unknown-type> Async(EAsyncExecution,CallableType &&,TUniqueFunction<void (void)>)'
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsSimulationConfiguration.cpp(133): note: With the following template arguments:
1>D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Source/ProjectAcousticsBakeUI/Private/AcousticsSimulationConfiguration.cpp(133): note: 'CallableType=bool'

Request: more flexibility for handling sound sources in filled voxels

From the "Bake Resolution" doc:

Sound sources can't be located inside "filled" voxels (i.e. voxels that contain geometry). This results in no sound.

I'm concerned that we're going to "lose" a lot of audio emitters in walls this way. For a level/sound designer, the most natural placement of some ambient sound emitters will be slightly inside a wall or object (consider a bulky piece of machinery built as static mesh; conceptually, the hum of the machinery comes from within). I don't want to burden designers with having to check the voxelization for every emitter placed. Similarly, a moving object whose collision volume is smaller than the voxel grid might end up against a wall with the emitter embedded.

I understand that an unlimited search for the nearest open voxel could be both potentially very expensive and could give unwanted results, but some facility to automatically cope with just-barely-embedded sources would be great. A possible solution: have an "open voxel search radius" parameter per emitter, cache the result of an open voxel search until the next time the emitter moves, and log a warning if an object is doing a lot of searches.

At a minimum, if an API was provided to determine if a given location is filled or open in the voxelization, app-specific solutions could be assembled pretty straightforwardly.

Listener probes at high altitudes?

Is there any way to control the altitude of the listener probes? We're considering various low-gravity locomotion and "super-jump" features which could take the player avatar high off the ground. I guess we can add invisible, non-collidable geo tagged as acoustic navigation for level specific cases, but a more general solution that allows for the assumption that the player can reach high altitudes at any point in the game would be nice. It looks like you currently place probes at two fixed altitudes; being able to say "probe at 1m, 2m, 4m, and 8m altitudes" would let us experiment with different cost vs accuracy tradeoffs.

FMOD Integration

Is there any possibility that Project Acoustics developers will implement some sort of integration with FMOD? Adding support for FMOD will result in ability to use Acoustics in any other game which is already using FMOD as it's audio engine, not just Unreal or Unity games.

Especially it would be nice if it could be integrated with FMOD Low Level engine.

Not forcing devs to implement that ASAP, just trying to figure out what to expect from your project since you don't seem to have any public roadmap.

Fail to create new Material Library - Unity

Hi!, I import the package into my unity project (I tested in Unity 2020.11.16f1 and 2019.4.14f1) no problem at all, but when I open the window of Acoustics, the console give me this error, over and over again.

InvalidOperationException: Failed to create new Material Library Triton.MaterialLibrary.Create (System.String materialDataFileName)

So the acoustics window, doesn't show anything and the error apper over and over again.
I'm using Windows 10. I don't know if more info it's need it.

I tried to create blank sessions or tested in others unity's version, but nothing works, I'll be glad if somebody could help me.

Thanks for reading.

Material setup is resetted

In unity material setup is reset to default sometimes. I cant really tell when, just that it happens from time to time. Really frustrating if you have a scene with alot of materials

Crashes when importing into Unity-based project re: .JSON and Unsafe.dll files

Hi again folks, hope everyone is doing well.

I recently attempted to import Project Acoustics into a Unity-based project for a dev team I'm working with. During the initial import process, I experienced a hang at Importing (Iteration 2 - Acoustics\MicrosoftAcoustics.prefab). After closing out of Unity via the Task Manager and reloading the project file, I noticed some errors in the console, including the following:

PrecompiledAssemblyException: Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included for the current platform. Only one assembly with the same name is allowed per platform. Assembly paths: Assets/Acoustics/Editor/Plugins/Windows/Newtonsoft.Json.dll, Assets/ThirdPartyTools/Photon/PhotonUnityNetworking/Code/Editor/Newtonsoft.Json.dll

Our code team informed me that our project already contains a version of Newtonsoft.Json.dll, that came with Photon Unity Networking. They recommended that I omit the .dll from the Project Acoustics import.

I was then able to import PA without crashing; however, my editor log then displayed the following error message:

Library\PackageCache\[email protected]\Unity.Collections\UnsafeUtilityEx.cs(8,24): error CS0433: The type 'Unsafe' exists in both 'System.Runtime.CompilerServices.Unsafe, Version=4.0.3.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' and 'System.Runtime.CompilerServices.Unsafe, Version=4.0.4.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'

Code staff once again suggested that I omit System.Runtime.CompilerServices.Unsafe from the PA import.

However, I am now experiencing a crash if attempting to import Project Acoustics with those two files omitted - once again, during the stage where MicrosoftAcoustics.prefab is being imported. CPU usage jumps up to ~50%, and memory up to 97%, during this time.

I will continue exploring solutions with the team, but in the meantime, would you folks be able to shed some light on what these files are used for? Would you recommend attempting to merge them with our local files?

Thanks in advance for any insight you can offer, and have a great day :)

Request: Queueing bake jobs

I'm trying to get several small maps set up with Acoustics data. With my current compute pool they each take 1-3 hours to do. After kicking off the bake for map #1, I can set up the probes & voxels for map #2, but the Bake tab shows "status: running: x/y tasks complete" for the map #1 job. The only option given is to cancel the bake in progress.

It would be great to have a "queue this bake to start when the current one finishes" option here, so the compute pool can get more work done overnight.

Basic acoustic simulation problem

Hi everyone, I am new to Unity and I'm desperately trying to bake a wood acoustic simulation test but I clearly need some help :

I've just created a new scene with a terrain and a basic "cube house" made with 4 walls, 1 floor and 1 roof. I've then bake a Navigation Mesh and put the DemoSource object from the AcousticDemo inside the "cube house" (with the audioclip Voice activated).

I've assign some wood material on the different parts of the house, opened the Window Acoustic, selected the different parts of the house and enable them in "Acoustic Geometry".

Then I went to Materials, selected a wood vanished acoustic and finally went to probe to calculate a coarse simulation resolution.

Finally i clicked on play mode to see if there was any voxels appearing on my scene but nothing even when i am close to the walls of the house. Then i've tried to bake the simulation, entered my Azure account code but Azure Bake Status is saying "Not submitted".

Any advice will be very appreciated... Thanks in advance.
Best,

Joachim

General questions about project acoustics

Hi,
Thank you for this fascinating project, I have just watched the demonstration from 2019 and it looks amazing!
Few questions I have in mind:

  1. Do you plan to create a plugin for Blender as well?
  2. I must use Azure services in order to use this package? Let's say I have a supercomputer can't I run the package there? i.e. the algorithm is not open sourced?
  3. I consider using the package and I want to estimate the cost of it. What would be the cost of running a simulation of a single room with 5-10 sound sources and 1 receiver? The environment is not complex (presence of few items). The receiver is static and the sound sources are dynamic (moving in the environment)
  4. continue of question (3) - If I have 5-10 objects in one room environment and I want to generate different scenes. Each scene will involve different movement patterns for each object. For each scene, I would need to run the acoustic simulation once again? (because the sound sources are moving around differently than before?)

Thank you in advance!

Bake times extremely slow, even with 25 dedicated cores / paid Azure account

Hi again,

Thank you for the assistance thus far with getting Project Acoustics up and running. I wanted to check back in as I have submitted a build over 24 hours ago, for a level featuring ~3,000 probes. I upgraded my account to a paid account, and see that there are 25 dedicated nodes currently active and running. I have requested a further increase to my cores, but the request has been denied. For the first hour or so of the build, progress was very quick, completing ~2,000/6000 tasks within an hour or two. Then it suddenly slowed to a crawl and has been limping along every since.

I'm just wondering if this is typical behavior. If not, would this be the correct forum to request assistance in resolving this issue? The project I'm working on features over 10 maps, several of which will likely have more probes than this (i.e. they are significantly larger/have more complex geometry) - I cannot imagine the team being satisfied with bake times of multiple days per level. Any assistance / advice would be highly appreciated.

Thank you!

Unity + FMOD / Wwise

Dear Sir / Madam,

I have just recently found out about Project Acoustics and it seems like a very robust and useful system.

However, I would like to ask, whether it is possible to use this package in combination with Unity and an Audio Middleware like FMOD or Wwise.
I have seen somewhere on the project page, that it is possible to integrate it with Wwise & Unreal.
Is there any possibility to use Project Acoustics with Unity + FMOD or Wwise?

Best regards,
Jakub.

No acoustic simulation available after baking process is done

Hi everyone, here i am asking again for a little help :

I did a new scene on Unity 2019.3.7f1 with a basic wood house (1floor, 1 ceiling, 3 walls (Mesh Filter+Mesh Renderer+Box Collider+AcousticsGeometry Script) put an audio source inside of it (with some acoustic adjust & adjust experimental scripts).

I did a NavMesh for my scene, went to the Acoustic Window, enable the house in Acoustic Geometry and apply some wood varnished acoustic on the materials. Finally, i made a probe calculate process (everything was fine and i could see probes and voxels on play mode) and baked my scene locally.

After that i reopened Unity, drag the acoustic manager with my .ace file baked (that i renamed .ace.bytes), activate play mode but still nothing is working and the audio source now no longer takes FPSCharacter distance into account (i mean that the audio source sounds like it's everywhere).

One thing i noticed is that the probes are now appearing in a red color, is that normal?
Other than that the Console shows nothing and here is a part of my AcousticsLog.txt file :

----------------------CREATE TASK IMAGE----------------------
Successfully set working directory to: working
Writing to file: Acoustics_SampleScene_TaskImage_0.dat
Setting simulation region for probe 0. Floor depth: 5. Ceiling height: 10
Filling Rectangles...

----------------------RECTANGLE FILL----------------------
Creating simulation voxel map of size (367,367,73) from scene voxel map.
Applying simulation region around source...Ensuring load-balancing for up to [10] runtime threads: Limited max rectangle size to [0.938206M] cells
Setting up rectangular decomposition.Fill rectangles: [0/9,382,051 voxels][-------------------------------------------------]
Fill rectangles: [939,369/9,382,051 voxels][--------------------------------------------]
Fill rectangles: [1,885,113/9,382,051 voxels][
---------------------------------------]
Fill rectangles: [2,829,413/9,382,051 voxels][
----------------------------------]
Fill rectangles: [3,772,046/9,382,051 voxels][-----------------------------]
Fill rectangles: [4,715,352/9,382,051 voxels][
------------------------]
Fill rectangles: [5,656,602/9,382,051 voxels][
-------------------]
Fill rectangles: [6,280,410/9,382,051 voxels][
----------------]
Fill rectangles: [7,104,010/9,382,051 voxels][
------------]
Fill rectangles: [7,296,727/9,382,051 voxels][
-----------]
Fill rectangles: [8,007,437/9,382,051 voxels][-------]
Fill rectangles: [8,102,157/9,382,051 voxels][
------]
Fill rectangles: [8,334,157/9,382,051 voxels][
-----]
Fill rectangles: [8,596,813/9,382,051 voxels][----]
Fill rectangles: [8,774,293/9,382,051 voxels][
---]
Fill rectangles: [8,874,682/9,382,051 voxels][
--]
Fill rectangles: [9,006,985/9,382,051 voxels][-]
Fill rectangles: [9,142,695/9,382,051 voxels][
-]
Fill rectangles: [9,272,385/9,382,051 voxels][
]
Switching away from random sampling to HashSet for managing unassigned voxels.
Fill rectangles: [9,371,507/9,382,051 voxels][
***********]
Fill rectangles: [9,382,051/9,382,051]: Done.
Interface area: 999,998.00. Average volume: 177,019.00. Average (nlgn/area): 75.19
Filled rectangles: 53. Total simulation cells: 9382051
Elapsed time: 1 s.
Successfully wrote task image file: Acoustics_SampleScene_TaskImage_0.dat

----------------------CreateTaskImage Finished----------------------

RunTritonTask launching with parameters --
TaskImageFile: Acoustics_SampleScene_TaskImage_0.dat
NumThreads: -1
WorkingDir: working
SharedInputDataDir: .
Encoder Mode: parametric
Encode from file: No
TelemetryId: f0673203-8b72-412e-86ec-5d2232a26566
NodeSize: Local

Setting working directory to: working
Setting working directory failed. Defaulting to current directory.
RunTritonTask: Auto-detected [10] threads.
RunTritonTask: Loading task image file from: Acoustics_SampleScene_TaskImage_0.dat...
Task will output file(s) with common prefix: [Acoustics_SampleScene_task0] and extension: [.enc]

=====================INITIALIZING SIMULATOR======================
MaxFreq: 500.000000, CellSize : 0.255000, Timestep : 0.000340, #Rectangles : 60, Air cells : 11272165
Creating rectangle map of size: [367 367 87], from global voxel map.
PML Cells: 5.84M
Tracking interfaces...Done.
Creating simulator instance: 0
Added monopole probe with volume type: [Point]
Creating simulator instance: 1
Added dipole probe with direction: +X
Creating simulator instance: 2
Added dipole probe with direction: +Y
Creating simulator instance: 3
Added dipole probe with direction: +Z
SIMULATOR INITIALIZED.

========================== ENCODER ==========================
Receiver grid spacing: 1.500000
Outdoorness: 0.944321

----------------------COLLATE----------------------
Successfully set working directory to: working
Reading config data.
Collating now.
Done adding acoustic data.
-----VOXEL MAP COMPRESSION-----
Runtime voxel map coarse cell refinement: 16x. Cell sizes: Coarse / Fine: 1.02 / 0.06375 meter.
Filling runtime voxel map...
Compressing runtime voxel map...
Voxel compression progress: 1%
Voxel compression progress: 2%
Voxel compression progress: 3%
Voxel compression progress: 4%
Voxel compression progress: 5%
Voxel compression progress: 6%
Voxel compression progress: 7%
Voxel compression progress: 8%
Voxel compression progress: 9%
Voxel compression progress: 10%
Voxel compression progress: 11%
Voxel compression progress: 12%
Voxel compression progress: 13%
Voxel compression progress: 14%
Voxel compression progress: 15%
Voxel compression progress: 16%
Voxel compression progress: 17%
Voxel compression progress: 18%
Voxel compression progress: 19%
Voxel compression progress: 20%
Voxel compression progress: 21%
Voxel compression progress: 22%
Voxel compression progress: 23%
Voxel compression progress: 24%
Voxel compression progress: 25%
Voxel compression progress: 26%
Voxel compression progress: 27%
Voxel compression progress: 28%
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Compression done.
Compressed 2.26 MB raw voxel data to 0.51 MB.
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Check progresData was not found for some probes. Output contains data for 0 / 123 probes
Done. Output written to: Acoustics_SampleScene.ace
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Checks passed.

Feasibility of an iOS compatible version of the Unity plugin?

Hey there,

It's great to see this project getting compatibility with all these different platforms. I was curious if there're any sights of an iOS version of the Unity plugin on the Project Acoustics road map?

I've been working on some mixed reality experiences in iOS and am noticing a clear lack of spatial audio tools for iOS. I believe Project Acoustics would be an awesome tool to enhance some of these experiences!

Download page says v1.1, packages say v1.0

The Project Acoustics download page https://www.microsoft.com/en-us/download/details.aspx?id=58090 says the download is for v1.1.

The file sizes for the downloads approximately match the sizes given on the page.

ProjectAcousticsPlugins/Wwise/2019.1/ProjectAcoustics/bundle.json says version 1.0.
ProjectAcousticsPlugins/Wwise/2018.1/ProjectAcoustics/bundle.json says version 1.0.
ProjectAcousticsPlugins/Unreal/ProjectAcoustics/ProjectAcoustics.uplugin says version 1.0.

Release Notes Project Acoustics version 1.1

The Microsoft Project Acoustics team is excited to share a new update with you.

We’d like to announce Project Acoustics version v1.1 with plugin support for Unity and Unreal+Wwise. This update incorporates some of the great user feedback we’ve received since GDC 2019 and enables some exciting new features.

What’s new in Project Acoustics version 1.1:

• Unity MacOS support – design and deliver great acoustics on Mac.
• Unity performance improvements – faster bake preparation on Unity.
• Runtime DSP performance improvements - high quality HRTF rendering at a lower CPU cost.
• Azure Batch VM compute pool utilization improvements – faster acoustics bakes.
• Support for streaming simulation results from disk in Unity – lower runtime memory cost.
• Unreal Engine 4.22 support
• Wwise 2019 support
• Wwise UWP support

Project Acoustics uses physics at design-time to simulate sound wave propagation in your virtual world. This provides fast, low CPU, low RAM, hyper precise rendering of salient acoustics features such as occlusion, obstruction, portalling and reverberation at runtime. This means no more tedious reverb zones markup during level design or computationally expensive ray casting at runtime. Project Acoustics also provides per sound source design controls of the acoustics, bending physics to your will.

Project Acoustics version 1.1 is now available to download for both Unity and Unreal+Wwise. In those download packages we also included pre-baked sample scenes for both Unity and Unreal+Wwise that you can use for critical listening of wave propagation based acoustics.

Unity: https://www.microsoft.com/en-us/download/details.aspx?id=57346

Unreal+Wwise: https://www.microsoft.com/en-us/download/details.aspx?id=58090

Project Acoustics documentation is there to guide you through installation and integration with both Unity and Unreal+Wwise: https://aka.ms/acoustics

The GDC 2019 Session: https://www.youtube.com/watch?v=uY4G-GUAQIE&feature=youtu.be&list=PLRs2lXTYCDQ3q9WF-4aO2SgCCCL6rSmA6

If you’re curious about the research and theory behind Project Acoustics you can find it here: https://aka.ms/triton

Voxels only show the most outer one

I build my scene voxels follow the sample project intructions, but I can only see the voxel in the most outside (the green line in the picture), and the house has no voxels displayed at all. How is that happened?
image
Here is the editor log.

LogAcoustics: Display: Starting geometry voxelization...
LogAcoustics: Display: Metadata for voxels read from disk is NOT consistent. Recomputing mesh voxelization.
LogAcoustics: Display: ---VOXELIZE SCENE---
LogAcoustics: Display: Voxelization bbox: (-196.26, -107.15, -17.51) - (100.05, 107.56, 39.1) meters
LogAcoustics: Display: Voxel map resolution: [ 581, 421, 111 ]. Total: 27150711
LogAcoustics: Display: Rescaling mesh for voxelization and clearing voxel map.
LogAcoustics: Display: Performing voxelization using 8 parallel tasks...
LogAcoustics: Display: Voxelizing mesh triangles: [51405/51405]: Done.
LogAcoustics: Display: Coarse level -- Wall voxels: 185030, Air voxels: 26965681
LogAcoustics: Display: Fine level wall voxels (approx.): 3827444. Write-cache avoided #overwrites = 52985947
LogAcoustics: Display: SUCCESS: Voxelization done in 0:01
LogAcoustics: Display: ---VOXELIZE NAVIGABLE AREA---
LogAcoustics: Display: Voxelization bbox: (-196.26, -107.15, -17.51) - (100.05, 107.56, 39.1) meters
LogAcoustics: Display: Voxel map resolution: [ 581, 421, 111 ]. Total: 27150711
LogAcoustics: Display: Rescaling mesh for voxelization and clearing voxel map.
LogAcoustics: Display: Performing voxelization using 8 parallel tasks...
LogAcoustics: Display: Voxelizing mesh triangles: [23613/23613]: Done.
LogAcoustics: Display: Coarse level -- Wall voxels: 94747, Air voxels: 27055964
LogAcoustics: Display: Fine level wall voxels (approx.): 104039. Write-cache avoided #overwrites = 792760
LogAcoustics: Display: SUCCESS: Voxelization done in 0:00
LogAcoustics: Display: Pass 4: Done. Filled 0 voxels.
LogAcoustics: Display: ---Optimizing voxel map.---
LogAcoustics: Display: SUCCESS: Optimization done. Safely cleared 57% of the voxel map
Job input voxel data to: AudioTest_AcousticsData.vox, cell size = 0.510000
LogAcoustics: Display: SUCCESS: Wrote Voxel metadata/data to: AudioTest_AcousticsData.vox
LogAcoustics: Display: SUCCESS: Success. Wrote config file: AudioTest_AcousticsData_config.xml and voxel file: AudioTest_AcousticsData.vox

Bug: Silent UAcousticsAudioComponent ignores ShowAcousticParameters true->false transition

Toggling ShowAcousticParameters to true causes debug information to be shown, as expected. Toggling it back to false causes an early exit from TickComponent if there's no sound playing on the component, so UpdateSourceDebugInfo isn't called, and the acoustics system isn't told to turn off debug info for that object.

EDIT: There's something more going on here that I don't fully understand -- in some cases turning ShowAcousticParameters false->true does display debug, in other cases it doesn't. I'll try and get more info on this tomorrow.

Updated bake data lost if file is write protected

Unreal 4.23, Perforce Helix

We are using Perforce for source control, which, unlike git, write-protects files locally until they're explicitly checked out for editing.

I re-baked acoustics data for a level that already had an .ace file in source control, and it appears that the results of the bake were silently lost when it completed because it couldn't write the local file.

I checked the Azure storage account and couldn't find anything there.

The desired behavior here would be to integrate with the source control system -- Unreal is already Perforce-aware and offers an option to check out or overwrite files locally when it tries to save an asset and finds it write-protected.

It would also be okay to ask the user for overwrite permission, or ask the user to save to another filename, or go into a retry/fail loop.

Error when building with UE4.24 and Wwise 2019.1/2

I am using Wwise and Project acoustics as an engine plugin. When ever I build the engine I get these errors:
0>e:\cgw2\Engine\Plugins\ProjectAcoustics\Source\ProjectAcousticsBakeUI\ProjectAcousticsBakeUI.Build.cs(88,9): Warning CS0618: 'UnrealBuildTool.ModuleRules.PublicLibraryPaths' is obsolete: 'For external libraries use the full path in PublicAdditionalLibraries, if its a system library then use PublicSystemLibraries/PublicSystemLibraryPaths' 0>e:\cgw2\Engine\Plugins\Wwise\Source\AkAudio\AkAudio.Build.cs(291,9): Error CS0103: The name 'AddWwiseLib' does not exist in the current context 0>e:\cgw2\Engine\Plugins\Wwise\Source\AkAudio\AkAudio.Build.cs(291,21): Error CS0120: An object reference is required for the non-static field, method, or property 'UnrealBuildTool.ModuleRules.Target'

Does anyone know what I am doing wrong?

Calculation issue

Hey Noel!

I ran into an issue with a bake that I'm really struggling to solve on my own. In order to try out the tool, I downloaded a VR capable project in unity, viking village. I got the integration together no prob, and even did a little bake. I found out though that I had only selected one "house" in the village so the probes weren't populating correctly. No big, just run a new bake, I thought. Selecting the entire project, however, is 1500 navigation and 1500 geometry. I didn't think this would be an issue, but when I do the pre bake it gets stuck at "calculating probe locations" or "generating scene diameter measures" below. I even left it overnight to calculate and no go, it's hard stuck. I don't know if I should be only selecting part of the scene, but if so, how do I have multiple acoustics bakes in one project?

Thanks for any help!
Megan

Mesh components within an actor aren't voxelized.

We've built a level out of modular "prefabs", actors which contain several static mesh components within them.

  • Bulk selection of static mesh in the Acoustics > Objects pane doesn't select them; it's only looking for static mesh actors.
  • Selecting the individual static mesh components and selecting tag doesn't change the object tag counts (fair enough, it's only counting actors).
  • If the prefab actor is hand-selected and tagged as geometry, then calculating the voxelization and probes for the map doesn't appear to voxelize any of the geometry in the prefab. The log reports:

LogAcoustics: Error: Unsupported Actor tagged for Acoustics: Trench_Prefab_2

This sort of modular construction seems pretty valuable. If an actor is specifically tagged for acoustics, it seems like it should get scanned for mesh components.

Alot of errors when running game built

The log is spammed with these

(Filename: C:\buildslave\unity\build\Runtime/Scripting/ManagedReference/SerializableManagedRef.cpp Line: 199)

The referenced script (Microsoft.Cloud.Acoustics.AcousticsGeometry) on this Behaviour is missing!

Python error "Unable to find assembly 'Triton.BakeService'"

UE 4.23 (custom), VS2019, Wwise 2019.1.5.

Managed to build my game with the changes noted in issue #7.

The "Objects" and "Materials" tabs in the Acoustics menu seem to work; I can set acoustic properties for my scene's materials, but when I go to the "Probes" tab it says the Python plugin isn't available. Python plugin is installed and enabled, however.

At launch, before going into the Acoustics menu, the UE output log shows the Triton.BakeService.dll getting loaded and unloaded with a bunch of surrounding exceptions and a Python stack trace:

'UE4Editor.exe' (Win32): Loaded 'C:\Windows\assembly\NativeImages_v4.0.30319_64\System.Security\6a654c317ce4dba078abb5e13062ee95\System.Security.ni.dll'. 
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5F50.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5F50.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5F50.
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80070002, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5F50.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5F50.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5F50.
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80070002, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5AC0.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5AC0.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5AC0.
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80070002, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
'UE4Editor.exe' (Win32): Loaded 'D:\proj\phx\Dev-Main\Phoenix\Plugins\ProjectAcoustics\ThirdParty\Win64\Release\Triton.BakeService.dll'. 
'UE4Editor.exe' (Win32): Loaded 'D:\proj\phx\Dev-Main\Phoenix\Plugins\ProjectAcoustics\ThirdParty\Win64\Release\Triton.BakeService.dll'. 
'UE4Editor.exe' (Win32): Unloaded 'D:\proj\phx\Dev-Main\Phoenix\Plugins\ProjectAcoustics\ThirdParty\Win64\Release\Triton.BakeService.dll'
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEMessageException at memory location 0x00000067F78C6BF0.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEMessageException at memory location 0x00000067F78C6BF0.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: Exception at memory location 0x00000067F78C70B8.
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80131515, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5690.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5690.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: Exception at memory location 0x00000067F78BF890.
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80131515, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: [rethrow] at memory location 0x0000000000000000.
Exception thrown at 0x00007FF96CD5A839 in UE4Editor.exe: Microsoft C++ exception: EEFileLoadException at memory location 0x00000067F78C5690.
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80070002, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80070002, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
Exception thrown at 0x00007FF96CD5A839 (KernelBase.dll) in UE4Editor.exe: 0xE0434352 (parameters: 0xFFFFFFFF80131604, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000, 0x00007FF91FB10000).
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\Microsoft.NET\Framework64\v4.0.30319\diasymreader.dll'. 
[2019.12.07-00.19.52:797][  1]LogPython: Error: Traceback (most recent call last):
[2019.12.07-00.19.52:797][  1]LogPython: Error:   File "D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Content/Python/init_unreal.py", line 3, in <module>
[2019.12.07-00.19.52:797][  1]LogPython: Error:     import init_project_acoustics
[2019.12.07-00.19.52:797][  1]LogPython: Error:   File "D:/proj/phx/Dev-Main/Phoenix/Plugins/ProjectAcoustics/Content/Python\init_project_acoustics.py", line 39, in <module>
[2019.12.07-00.19.52:797][  1]LogPython: Error:     clr.AddReference("Triton.BakeService")
[2019.12.07-00.19.52:797][  1]LogPython: Error: FileNotFoundException: Unable to find assembly 'Triton.BakeService'.
[2019.12.07-00.19.52:797][  1]LogPython: Error:    at Python.Runtime.CLRModule.AddReference(String name)
[2019.12.07-00.19.52:864][  2]LogAssetRegistry: Asset discovery search completed in 5.9002 seconds

If I go to the Bake tab I hit an assertion breakpoint in SAcousticsBakeTab::Refresh; if I continue from there I crash in FComputePoolConfigurationDetails::UpdateConfiguration.

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