Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://www.youtube.com/watch?v=0s6z8zY-d2o
In real life, sound doesn't get so aggressively muffled if you hide behind a pillar.
What happened to the diffraction simulation that was shown in the first half of the following demo video from 2015?
https://www.youtube.com/watch?v=q5MC1FJ1pec
Will that feature be coming to Steam Audio?
In the event that that feature won't be implemented, I had an idea for a simplistic stopgap solution to reduce the harshness of occlusion:
In the manual, it says the following on page 6 under the heading "Physics Based Attenuation":
Basically:
Furthermore, Phonon's physics based attenuation is not customisable. If you need to use an unrealistic falloff curve, then use option 2 above and customise the falloff curve with Unity's Audio Source.
NOTE: In my testing, I found that the setup described in option 2 will severely mess with Phonon's reflection system. I think you should only use this option if you don't need reflections (ie: if you're just using Steam Audio to get the binaural effect).
https://github.com/ValveSoftware/steam-audio/issues/9
https://github.com/ValveSoftware/steam-audio/issues/10
The occluded sound may be too aggressively cut off in some cases because diffraction and transmission are not being simulated.
What is the scale of the scene you're using for testing? Steam Audio assumes 1 unit = 1 meter.
I've added an issue to the GitHub issue tracker:
https://github.com/ValveSoftware/steam-audio/issues/11
We use real world scales, so 1 unit = 1 meter
edit: Thanks for adding those issues, subscribing to them right away
Regarding the messed up reverbs when using Unity's falloff curve, I added a comment to the Github issue with some detail.
The solution is HDR audio:
http://www.frostbite.com/2009/04/how-hdr-audio-makes-battlefield-bad-company-go-boom/