Totally inspired by @sweej.tech 's awesome squishy sphere and general approach to propagation: I used some similar concept to improve my echo module's reliability
Richard Webb (wavetracing)
@slowburn-studios.bsky.social
Tinkering dev exploring Game Dev beyond just jamming. Unity/FMOD. Constantly distracted creating tools instead of games. Amazed by LLMs. Having fun with spatialised audio. đź”— https://wavetracing.slowburn-studios.com
Wavetracing has a global budget of rays across the scene: it aims to avoid being the source of obscure performance spikes. I just improved a little the inspector for added transparency. Still mulling over the importance of a priority system... Steam audio doesn't seem to have it 🤔 buff.ly/Ci48V0z
Ray based audio occlusion system and its impact on amplitude, going beyond a basic attenuation in FMOD
🔊 Audio spatialization for a 3D Unity C# asset There are some packages out there, but I have a modular approach where at least the base can be free 🆓 Propagation 💲 Performance control Curious to know how far others worked with such systems in production? Will dogfood mine over the coming months 🤞