Comments (25)
Just to be clear, the entire sound engine crashes. No sound from any audiosource is heard after this point.
from steam-audio.
Any ETA when this will be fixed now that its reproduced?
from steam-audio.
The fix will be available with next release. Until then, consider using raycast occlusion instead of partial occlusion to sidestep the issue.
from steam-audio.
We have just released Steam Audio v2.0-beta.2. This issue should be fixed now, can you try out the latest version and let us know if you're still facing this issue?
Get the latest version from https://valvesoftware.github.io/steam-audio/.
from steam-audio.
Im getting
Environment and Environmental Renderer component must be attached when reflections are enabled or direct occlusion is set to Raycast or Partial.
UnityEngine.Debug:LogError(Object)
Phonon.PhononSource:Awake() (at Assets/Phonon/Simulator/PhononSource.cs:47)
after update. This is my listener
from steam-audio.
We load player dynamic att scene start if that could be the problem
from steam-audio.
Yepp, its most definitely connected to that. You need to make sure that the library works with no listener in the scene. Beta 1 did this
We add listener at this event: SceneManager.sceneLoaded
from steam-audio.
You can move the Environment and Environmental Renderer components to an empty GameObject that you create, which is not dynamically loaded. That should resolve the issue.
We will update the documentation to clarify this.
from steam-audio.
So it does not need to be attached to the Audio listener object at all?
from steam-audio.
Nope, it just needs to be present somewhere in the scene.
from steam-audio.
ok tried that, now I get.
NullReferenceException: Object reference not set to an instance of an object
Phonon.PhononSource.UpdateRelativeDirection () (at Assets/Phonon/Simulator/PhononSource.cs:117)
Phonon.PhononSource+c__Iterator0.MoveNext () (at Assets/Phonon/Simulator/PhononSource.cs:100)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Phonon.PhononSource:OnEnable() (at Assets/Phonon/Simulator/PhononSource.cs:53)
from steam-audio.
Its because you do,
listener = FindObjectOfType<AudioListener>();
in awake
edit: I would lazy load those
from steam-audio.
Thanks for catching this.
Yup, lazy load this and you should be fine. We will fix this on our end and see if there are similar issues elsewhere in the plugin.
from steam-audio.
Cool, let me know how it goes. I dont want to mess with vendor code, will be merge hell
from steam-audio.
This does the trick, dont know if calling FindObject every frame until it exists is elegant enough for production code
private void UpdateRelativeDirection()
{
if ((listener = listener ?? FindObjectOfType<AudioListener>()) == null) return;
sourcePosition = Common.ConvertVector(transform.position);
listenerPosition = Common.ConvertVector(listener.transform.position);
listenerAhead = Common.ConvertVector(listener.transform.forward);
listenerUp = Common.ConvertVector(listener.transform.up);
}
from steam-audio.
yield return new WaitForEndOfFrame(); creates some garbage. Better to cache the WaitForEndOfFrame in a private member
from steam-audio.
@AndersMalmgren yield return null;
is the same as yield return new WaitForEndOfFrame();
and means you don't need a private cached variable 😄
from steam-audio.
I read somewhere they fire at different places in a frames lifetime.
from steam-audio.
@AndersMalmgren - that is pretty much the fix we are pushing shortly. Are you seeing any other issue after you make that change?
from steam-audio.
I had to leave the office for the evening, but I'll try to reproduce the crash bug tomorrow
from steam-audio.
@AndersMalmgren You're right. But I think in this case null
should be fine?
from steam-audio.
If next update is dependant on it then you should not use null
http://answers.unity3d.com/questions/755196/yield-return-null-vs-yield-return-waitforendoffram.html
from steam-audio.
Last time we checked, WaitForEndOfFrame() was needed to get correct camera information in a VR setup.
We have updated 2.0-beta.2 release with couple of hotfixes.
from steam-audio.
Hey guys. I can not reproduce crash bug. So thats good. But the fall off is way too aggressive, we cant use it as it is sadly. Even with a Indirect Mix Fraction at 5 the sound falls away almost right away after rounding a corner. Also a Indirect Mix Fraction of 5 changes the characteristics of the sound too much.
Hope you guys are wokring on that because this is really a nice tool otherwise. Great work!
from steam-audio.
@AndersMalmgren - I will close this issue out if the clipping bug is resolve. I have posted on your Forum post on Aggressive cutoff. Moving the discussion there.
from steam-audio.
Related Issues (20)
- How to calculate acoustic material properties? HOT 3
- `iplBinauralEffectApply` always outputs silence on armv8 HOT 6
- [C API] phonon.h uses types from stdint.h but this header is not included HOT 3
- [C api / Rust bindings] Crash upon calling iplSimulatorRunReflections in minimal setup (status access violation) HOT 2
- Attenuation Incorrect for Multiple Audio Sources HOT 7
- 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 7
- 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
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from steam-audio.