Comments (6)
Moving geometry is one thing, but portals are even more fundamental. I'm thinking about doors. Look at my clip here at 28 seconds
https://www.youtube.com/watch?v=ibStAYcyGt8
One way could be to derive from the geometry component and add a float ranging from 0-1 telling how much the portal is open
edit: Actually this could also be used to tell the engine to let through some sound, like through thin wood or even cloth material
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A moving geometry feature would be awesome. It's a huge issue in VR when using doors.
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Hi there. I'm new to Steam Audio. It sounds super cool, but my initial integration efforts and forum reading lead me to believe I might be in for some hurt. I have only dynamic, additive scenes w/ moving geometry, and I'm only interested how an HRTF will respond to objects' absorption / reflection properties and don't need transmission. Is Steam Audio the wrong library for me?
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@tslug if you have a lot of moving parts forget about it. I'm not sure how SteamAudio deals with additive scenes either but I doubt it's supported at the moment.
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Currently, geometry needs to be pre-exported during design time and cannot change during the game play. Add support for moving geometry during gameplay in the Unity Plugin for Steam Audio.
There are some limitations when accessing game geometry at runtime in Unity. To avoid them, we require that scene be pre-exported during design time.
Is this focused on dynamic objects? I am wondering because I am trying to set up dynamic objects (walls) for my scene for runtime and it is not updating steamaudio even when I am using embree as requested. Can I discuss my issue in this topic or should I create a new one? THanks guys. AMAZING plugin so far!
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Support for dynamic geometry is now part of Steam Audio 2.0-beta.17. We are closing this issue, but if you encounter issues with dynamic geometry support, feel free to open a new issue.
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Related Issues (20)
- iplSimulatorAddProbeBatch throws exception, if simulator is created without enabling pathing or indirect effects
- FFT implementations other than IPP on macOS x86_64 HOT 2
- [UE 5.1] The following modules are missing or built with a different engine version HOT 5
- Curve driven reflection attenuation incorrect for logarithmic fall off HOT 1
- SteamAudioSource debug problem
- Minimum distance in inverse distance attenuation and reflection produces NaN or weird output buffers HOT 1
- Crashing iplSimulatorRunReflections with baking HOT 16
- Can SteamAudio plugin be used on visionOS? HOT 2
- Popping when using default HRTF HOT 4
- Segfault in phonon_test HOT 3
- Script need to handle dependency folder name "lib64" / or rename to "lib"
- adding djfft as another fft implementation
- Redundant CMake re-configures automatically triggering HOT 1
- Unreal Engine 5.4 fail to build HOT 1
- ArrayMath crashes on x86_64 macOS and Linux during HRTF creation HOT 2
- Steam audio spatializer does not work correctly. FMOD+UNITY HOT 11
- UE 5.4.3 Startup crash
- UE 5.4 - reverb at the listener position - crash HOT 1
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