lakulish

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We are able to reproduce the `GC.Alloc` calls (attributed to `API.iplSourceSetInputs` in the main thread as shown above) in Unity 2021.1. However, we are unable to reproduce the same issue...

We have just released v4.3.0 (https://github.com/ValveSoftware/steam-audio/releases/tag/v4.3.0), which fixes this issue.

@8ude I was unable to reproduce the issue in the Unity project you shared. Maybe I just need to move the listener to the correct position to trigger it, do...

@TforTrevor Do you have a video of the issue or a minimal Unity project that reproduces the issue? Thanks!

Can you try initializing `.speakerLayout.type` to `IPL_SPEAKERLAYOUTTYPE_STEREO` in the `IPLAmbisonicsDecodeEffectSettings` struct when creating the Ambisonics decode effect? Without that, your code is probably default-initializing that value to `IPL_SPEAKERLAYOUTTYPE_MONO`, and Steam...

The rays are traced in the C# functions `SteamAudioManager.ClosestHit` and `SteamAudioManager.AnyHit`. Let us know if modifying these functions lets you resolve your issue, or if you have any other questions....

@garrynewman These are all great questions! Responses below. ### Optimal Design Applying reflections to individual sources isn't _prohibitively_ expensive, but it does incur a non-trivial CPU cost, so per-source reflections...

Steam Audio's API is designed for processing audio data obtained by the application using whatever audio capture/rendering pipeline it uses. Audio captured from a microphone must be separately retrieved by...

It is not safe to call `iplSourceGetOutputs` with `IPL_SIMULATIONFLAGS_REFLECTIONS` while the reflection simulation is still running. Our Unity/Unreal integrations call this from the main update thread, after the reflection simulation...

Actually, in the Unity integration example above, the `iplSourceGetOutputs` function is called from the audio thread. (The `process` function is called by Unity's audio engine in the audio thread.) Basically,...