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Distance Attenuation Volume Alongside Occlusion Strength #101

@JD-The-65th

Description

@JD-The-65th

I'm honestly not sure if this is more a Steam Audio thing or a Godot Steam-Audio thing so I'll just make an issue here, and if it's a Steam Audio thing, feel free to close the issue or limit its scope.

Are you using the provided fork of Godot?
No (doesn't seem necessary)

Godot-steam-audio version
Master Branch with Steam Audio v3.6.0

Operating System
Arch Linux

Describe the bug
When using Distance Attenuation, distance attenuation strongly limits the volume that AudioStreamPlayers can play at. Mixed with occlusion strength being high, this can cause unrealistic audio transmission/occlusion when using reflections, as the reflections are much louder than the Distance Attenuated Volume.

To Reproduce (Reflected Transmission)
Steps to reproduce the behavior:

  1. Enable Reflection
  2. Enable Occlusion and Transmission
  3. Enable Distance Attenuation
  4. Set Up a Larger Space with 4 or more SteamAudioPlayer speakers.
  5. Move the Listener node behind a wall
  6. Encounter Behavior

Expected behavior Distance Attenuation and Occlusion shouldn't be as strong, and the Speakers should drive more volume than it currently does.

Example project, code snippet, or screenshots
This is a copy of the project I'm using to test SteamAudio with. All Models and Music is made by me, so feel free to use if you decide to for some reason.
https://drive.google.com/file/d/1BMlCjqKz6VfFkUzv7G2JrPMGs98nBSGp/view?usp=sharing

Additional context
I've found this forum post regarding Steam Audio unity where a user seems to run into the same exact issue I'm running in occlusion wise, so it might not be just a Steam Audio thing.

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