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Lower probe count and bake time/cost #196

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Larzone24 opened this issue Jan 9, 2024 · 2 comments
Open

Lower probe count and bake time/cost #196

Larzone24 opened this issue Jan 9, 2024 · 2 comments

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@Larzone24
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Hi again,

Baking my whole scene would take too long and probably cost too much. I'm looking for a way to decrease this.

I guess I only really need the PA audio features when inside the house/houses of my scene and probably not in the surrounding forest that is most of my scene. To my understanding there still is not default solution for this but is there any work arounds?

My house use Acoustics Navigation script (in unity) to place probes and I don't use Nav mesh, so I can have more control. So my house have good probe placement (i believe) so now to the question how to place probes in the forest.

When I tested myself it seams that I get issues when player is too far away from any probe, i.e. PA audio source setting default to error values and audio source lock up direction etc. So I guess I cant leave the forest empty. So how can I place as little probes in the forest as neccesary?

My plan is to create an invisable prefab cube with a Acoustics Navigation script on it that place one probe. Then try to find a way to evenly place these prefabs around the forest to have lower density probe placements. However, there are still some quesstions such as what the minimum distance between probe placement should be (i.e. what's the max distance from player to probe before issues). From my testing it seams to be around 7,5m in Unity.

Would this work or do anybody have a better solution? :)

@Larzone24
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Strange, for some reason the issue stop happening now and I don't know why. Right now, I can have 1 probe from my whole scene and the PA audio source setting doesn't default to error values and the audio source doesn't lock up in direction.

Now I'm unsure what is the correct behavior. Should one probe be enough for a open outdoor scene to not cause the issue? I know the issue could be triggered when where wasn't a path from the player to the source, however I also got the issue outdoor just a few meters from the source so thats why I thought there also was a distance limit.

Can any one please clarify what is the correct behaviour so I know what I need to do.

Many thanks! :)

@Larzone24
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Larzone24 commented Jan 9, 2024

The issue is back now. I notice that the Unity terrain with the geometry script didn't create the overall voxel volume around it so I thought this might have been the issue. I added a cube with the geometry script under part of the terrain and that created the volume around the cube. Image below shows the this setup with cube under the terrain.
Project Acoustic Probe

However, the issue continoues but now the issue only happens when I move past a certain point in both x and z, pretty close to the probe. The strange thing is that I can walk the opposit ways super far without issue, far from the probe. Seams very strange so I made a video to show it below. In the video you can see the blue sqaure for the probe just outside the door.

One last thing. I have probes inside the house as well but all the doors have invisable openings for the sound to go through. So there is always a path for the sound in and outside the house. No issues inside the house now.

https://youtu.be/q0u3TDAFhXg

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