Problem with simulation-based 3D occlusion with SteamAudio/Fmod/Unity

Hello,

I am developing a project in Unity that involves real-time audio recording through a microphone. However, I am encountering issues with the occlusion parameter in the Steam Audio Spatializer filter inside FMOD.

The microphone input is routed through a programmer sound, but when I set the occlusion parameter to simulation-based, I cannot hear my voice anymore. I checked, and the occlusion value remains constantly set to 0, regardless of my position within the model. To troubleshoot, I tested the simulation-based occlusion filter with a pre-recorded multi-instrument track, and it worked as expected.


(programmer instrument event emitter)


(multi - instrument track event emitter)

Is this issue specific to the programmer sound? If so, is there an alternative way to apply the Steam Audio Spatializer filter to real-time microphone input?

Any help or guidance would be greatly appreciated!

Thank you,
Giacomo

There isn’t anything special about the programmer sound that should cause this, are you testing using the same gameobjects in Unity?
Have you checked over the steam audio docs to see if anything stands out?
You could also try the Steam Audio support forum.