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.
Hi, its the only issue I see about this and I have the same problem, im using Vivox and FMOD, passing Vivox audio trough FMOD via a Programmer Instrument. When I add a SteamAudio Spatializer to my Event it works, but if I enable occlusion, I cant hear it anymore, but if I add another audio track that isnt a programmer instrument, I do hear the sound and its occluded perfectly
Sorry for the delayed response!
Depending on what exactly the issue is, this may be a problem for the Steam Audio team to fix, so I’d recommend posting about this issue on their forums like Cam mentioned in his earlier reply. That said, could I get you to share a screenshot or screenshots of how your event is set up so that I can take a closer look on my end?
Yeah I figured, I openned an issue on their github about it here Steam Audio Occlusion not working with Programmer Instrument in Unity · Issue #422 · ValveSoftware/steam-audio
If you want there is a link to the project here, but I will include screenshot of the setup :
might also be important to precise, but the gameobject with the audio emitter is instantiated in the scene, not here by default
Happy to see that you managed to figure out a fix in the SteamAudio github issue - feel free to let us know if you run into any other issues in the future.