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