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Parameter compute failed for all probes #123
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Hi @VadNz - Thanks for sharing the debug viz. Where is the sound source in this? Is it at the player, or near the walls perhaps? |
The sound source is on the actor that is in another room. I hope this video will help you understand more 2022-10-20.14-43-351.mp4 |
Thanks for the video, that helps a lot. @MikeChemi might have more insight depending on which precise internal build this corresponds to. In the meantime, try nudging the source a bit further away from local clutter; I am suspecting that one of the emitter samples is below the coffee table for some of the probes. |
Can you also show the debug voxels? I'm wondering if the doorway got sealed up during baking and the sounds in the other room become "unreachable." |
Puzzling. I don't think this is a problem with too-few probes, I'm more suspecting a problem with the probes inside that room. Can you share the settings from the probes tab that you baked with? Did you update anything in the advanced section? |
Thanks for this information. I'm pretty sure I know what's going on. To test my theory, please put the player inside the room that causes the errors, and move the sound source to all sort of places in the other room that it is currently in. I suspect that you'll see errors for all the places you put the sound source, not just the one location that it is now. Another test. Outside of PIE, go through the acoustics edit mode again and re-calculate probes. Look at the voxels that get displayed as part of the probe layout. These will be much fatter than the ones you see in PIE. My guess is that these voxels will completely block out the doorway. The reason for the voxel size differences between probe calculation and runtime is that the runtime uses finer-grained voxels to help with parameter interpolation. So what you see in PIE is not what was used during the bake process. What you see after the probe calculation is what is used during baking. The doorway being completely closed off here would prevent the bake from connecting the two rooms, so sources/listeners that are on opposite sides of that doorway would cause the failures you're seeing. |
Hello,
![2022-10-19 13_30_06-BigOffice - Unreal Editor](https://user-images.githubusercontent.com/109353588/196667052-0ea744a6-c45b-4ca0-ab78-f6ea0102695f.png)
I've been testing PO with ue5/wwise and got an error
The sound is still playing but is not considering the acoustics. And the debug line pins to the listener position and doesn't move.
It happens when I get inside of the one room, it has voxels and probes. Other rooms work okay though.
How I can fix this? Maybe there's something I did wrong?
Thanks,
Vadim
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