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This repository was archived by the owner on Jul 1, 2024. It is now read-only.
This repository was archived by the owner on Jul 1, 2024. It is now read-only.

Lower probe count and bake time/cost #196

@Larzone24

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@Larzone24

Hi again,

Baking my whole scene would take too long and probably cost too much. I'm looking for a way to decrease this.

I guess I only really need the PA audio features when inside the house/houses of my scene and probably not in the surrounding forest that is most of my scene. To my understanding there still is not default solution for this but is there any work arounds?

My house use Acoustics Navigation script (in unity) to place probes and I don't use Nav mesh, so I can have more control. So my house have good probe placement (i believe) so now to the question how to place probes in the forest.

When I tested myself it seams that I get issues when player is too far away from any probe, i.e. PA audio source setting default to error values and audio source lock up direction etc. So I guess I cant leave the forest empty. So how can I place as little probes in the forest as neccesary?

My plan is to create an invisable prefab cube with a Acoustics Navigation script on it that place one probe. Then try to find a way to evenly place these prefabs around the forest to have lower density probe placements. However, there are still some quesstions such as what the minimum distance between probe placement should be (i.e. what's the max distance from player to probe before issues). From my testing it seams to be around 7,5m in Unity.

Would this work or do anybody have a better solution? :)

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