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    #91
    The plugin is very nice, the problem is that at least occlusion does not work anywhere else than in the editor with the current in-engine version; not in a a packaged game...
    This is kinda awkward even for a beta plugin.

    Sadly it does not support linux (I mean cmon volvo)

    This plugin could be sooo awesome but sadly ...
    Last edited by Th120; 06-19-2018, 05:49 AM. Reason: AAAARGH

    Comment


      #92
      Originally posted by Th120 View Post
      The plugin is very nice, the problem is that at least occlusion does not work anywhere else than in the editor with the current in-engine version; not in a a packaged game...
      This is kinda awkward even for a beta plugin, talking in terms of quality assurance ._.'

      Sadly it does not support linux (I mean cmon volvo)

      This plugin could be sooo awesome but sadly ...
      Did you follow Steam Audio's packaging procedure? There are extra steps.
      Dan Reynolds
      Technical Sound Designer || Unreal Audio Engine Dev Team

      Comment


        #93
        Originally posted by dan.reynolds View Post

        Did you follow Steam Audio's packaging procedure? There are extra steps.
        Yup, I followed these instructions: https://valvesoftware.github.io/stea...on_unreal.html
        (I added the runtimes folder in the project settings and the .phononscene files are in the right place in the packaged game)

        I think the stuff I said about linux is appearently wrong since it seems that only our linux server spams the log with this: https://pastebin.com/RuQh3qXU on map start.
        I will check the client later.
        Last edited by Th120; 06-14-2018, 07:07 PM.

        Comment


          #94
          Soo, I just tested running the standalone game without packaging and it results in the same errors:
          Code:
          [2018.06.15-13.13.04:400][938]LogSteamAudio: Error: Unable to find environmental renderer for occlusion. Audio will not be occluded. Make sure to export the scene.
          [2018.06.15-13.13.04:402][938]LogSteamAudio: Error: Unable to find environmental renderer for reverb. Reverb will not be applied. Make sure to export the scene.
          In the editor it runs perfectly fine.
          For me this looks like it isn't able to find the folder with the files when running the standalone game...

          Comment


            #95
            Which version of the Engine are you using?
            Dan Reynolds
            Technical Sound Designer || Unreal Audio Engine Dev Team

            Comment


              #96
              Originally posted by dan.reynolds View Post
              Which version of the Engine are you using?
              edit: Currently using 4.19.2

              edit2:
              Sooo, I created a new project based on 4.19 (ours started on 4.11 I guess) and tried to reproduce the issue, but failed; it works.
              I even copied all the ini files (just changed the relevant gameinstance etc)...
              Now I am kinda baffled.

              edit3: I found out the ue4 occlusion works likea charm in my new 4.19 project while it does actually not work for my 4.19 game (filter is applied every time)

              edit4: tested ue4's occlusion again and it only seems to work when running. If I stop while still having nothing between me and the source it is muffled again o.O
              Last edited by Th120; 06-20-2018, 09:38 PM.

              Comment


                #97
                Okay, I finally tracked down the issue (on 4.19.2; Launcher version)

                It seems that SteamAudio ONLY uses the phononscene from the first level the game gets initialised on and never changes it when loading a new level (in my example it was the main menu which had no phonon scene).
                I started the game directly on my map and it works perfectly fine.
                If I start on the main menu (I have exported its scene now) and load my map from there it actually does no longer print the errors, but the right occlusion and reverb does not get applied anymore (actually no effect got applied but maybe the reason is that in this area the main menu had no phonon geometry anyway).

                If I start on my map the occluded audio sometimes seems to miss the attack/transient when moving.

                I'd be happy if someone could provide a fix. I intend to use an own engine version built from source anyway so I do not have to wait for the fix in the launcher version.
                Last edited by Th120; 06-21-2018, 08:23 PM.

                Comment


                  #98
                  Originally posted by Th120 View Post
                  Okay, I finally tracked down the issue (on 4.19.2; Launcher version)

                  It seems that SteamAudio ONLY uses the phononscene from the first level the game gets initialised on and never changes it when loading a new level (in my example it was the main menu which had no phonon scene).
                  I started the game directly on my map and it works perfectly fine.
                  If I start on the main menu (I exported its scene now) and load my map from there it actually does no longer print the errors, but the right occlusion and reverb does not get applied anymore (actually no effect got applied but maybe the reason is that in this area the main menu had no phonon geometry anyway).

                  If I start on my map the occluded audio sometimes seems to miss the attack/transient when moving.

                  I'd be happy if someone could provide a fix. I intend to use an own engine version build from source anyway so I do not have to wait for the fix in the launcher version.
                  Thanks for examining this issue, I was definitely not reproducing the problem in my simple test map which defaulted to my test map. I'll include this in my feedback to Clinton/Valve.
                  Dan Reynolds
                  Technical Sound Designer || Unreal Audio Engine Dev Team

                  Comment


                    #99
                    Originally posted by dan.reynolds View Post

                    Thanks for examining this issue, I was definitely not reproducing the problem in my simple test map which defaulted to my test map. I'll include this in my feedback to Clinton/Valve.
                    According to the Steam Audio forum on steam and this topic here Steam Audio seems kinda dead to me; no response from the devs anywhere.
                    Do you have a direct contact to the devs and is this plugin still in development?
                    I have seen that there is an actually old pull request for a more recent SteamAudio version, but the bug described has not been listed anywhere (haven't tested it yet).
                    Were you able to reproduce it with the steps I mentioned? I also use seamless travel I think, not sure whether that actually affects anything.
                    I was able to reproduce it in a fresh UE 4.19 launcher project tho.

                    I am not sure currently whether it actually make sense to wait for an update or toss the Steam Audio occlusion and reverb completely, switching to the plugin BrUnO XaVIeR created for occlusion and the stock ue4 reverb.
                    I know that steam audio is a beta plugin but I did expect better support by valve tbh.
                    Last edited by Th120; 07-03-2018, 09:41 AM.

                    Comment


                      Well steam audio seems to stop working on 4.20 in general ...
                      Compiling problems on a root server that has no graphics card, ...

                      I guess 42 channels are not enough ._.'
                      Apparently each channel gets blocked after playing a sound since I have exact 42 shots before it crashes.

                      Code:
                      [2018.09.17-18.04.05:103][631]LogMemory: Platform Memory Stats for Windows
                      [2018.09.17-18.04.05:103][631]LogMemory: Process Physical Memory: 6509.98 MB used, 6510.75 MB peak
                      [2018.09.17-18.04.05:103][631]LogMemory: Process Virtual Memory: 9056.18 MB used, 9057.58 MB peak
                      [2018.09.17-18.04.05:103][631]LogMemory: Physical Memory: 16809.84 MB used,  15869.12 MB free, 32678.95 MB total
                      [2018.09.17-18.04.05:103][631]LogMemory: Virtual Memory: 14523.56 MB used,  15869.12 MB free, 134217728.00 MB total
                      [2018.09.17-18.04.08:662][844]LogSlate: FSceneViewport::OnFocusLost() reason 2
                      [2018.09.17-18.04.08:666][844]LogThreadingWindows: Error: Runnable thread AudioMixerRenderThread(2) crashed.
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: === Critical error: ===
                      [2018.09.17-18.04.08:666][844]LogWindows: Error:
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:U:\TO4Dev\to4_ue4.20\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: Array index out of bounds: 42 from an array of size 42
                      [2018.09.17-18.04.08:666][844]LogWindows: Error:
                      [2018.09.17-18.04.08:666][844]LogWindows: Error:
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff9405ba388 KERNELBASE.dll!UnknownFunction []
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff9079c6850 UE4Editor-ApplicationCore.dll!FWindowsErrorOutputDevice::Serialize() [u:\to4dev\to4_ue4.20\engine\source\runtime\applicationcore\private\windows\windowserroroutputdevice.cpp:65]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8de7c614c UE4Editor-Core.dll!FOutputDevice::LogfImpl() [u:\to4dev\to4_ue4.20\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8de75502b UE4Editor-Core.dll!FDebug::AssertFailed() [u:\to4dev\to4_ue4.20\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8c20333f5 UE4Editor-SteamAudio.dll!SteamAudio::FPhononSpatialization::OnInitSource() [u:\to4dev\to4_ue4.20\engine\plugins\runtime\steam\steamaudio\source\steamaudio\private\phononspatialization.cpp:83]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8cbf46405 UE4Editor-AudioMixer.dll!<lambda_451b924806593425b748cff838bc5c49>::operator()() [u:\to4dev\to4_ue4.20\engine\source\runtime\audiomixer\private\audiomixersourcemanager.cpp:582]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8cbf826b8 UE4Editor-AudioMixer.dll!Audio::FMixerSourceManager::PumpCommandQueue() [u:\to4dev\to4_ue4.20\engine\source\runtime\audiomixer\private\audiomixersourcemanager.cpp:2132]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8cbf531f1 UE4Editor-AudioMixer.dll!Audio::FMixerSourceManager::ComputeNextBlockOfSamples() [u:\to4dev\to4_ue4.20\engine\source\runtime\audiomixer\private\audiomixersourcemanager.cpp:2062]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8cbf7b9d3 UE4Editor-AudioMixer.dll!Audio::FMixerDevice::OnProcessAudioStream() [u:\to4dev\to4_ue4.20\engine\source\runtime\audiomixer\private\audiomixerdevice.cpp:441]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8cbf79020 UE4Editor-AudioMixer.dll!Audio::FOutputBuffer::MixNextBuffer() [u:\to4dev\to4_ue4.20\engine\source\runtime\audiomixer\private\audiomixer.cpp:128]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8cbf8f228 UE4Editor-AudioMixer.dll!Audio::IAudioMixerPlatformInterface::RunInternal() [u:\to4dev\to4_ue4.20\engine\source\runtime\audiomixer\private\audiomixer.cpp:483]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8cbf8ef5e UE4Editor-AudioMixer.dll!Audio::IAudioMixerPlatformInterface::Run() [u:\to4dev\to4_ue4.20\engine\source\runtime\audiomixer\private\audiomixer.cpp:508]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8dea2640c UE4Editor-Core.dll!FRunnableThreadWin::Run() [u:\to4dev\to4_ue4.20\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff8dea21057 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [u:\to4dev\to4_ue4.20\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff9431c3034 KERNEL32.DLL!UnknownFunction []
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: [Callstack] 0x00007ff9438c1461 ntdll.dll!UnknownFunction []
                      [2018.09.17-18.04.08:666][844]LogWindows: Error:
                      [2018.09.17-18.04.08:666][844]LogWindows: Error: Crash in runnable thread AudioMixerRenderThread(2)
                      [2018.09.17-18.04.08:674][845]LogExit: Executing StaticShutdownAfterError
                      [2018.09.17-18.04.08:678][845]LogWindows: FPlatformMisc::RequestExit(1)

                      Comment


                        freeman_valve dan.reynolds

                        I am using 4.20.3 and I don't see Steam Audio reverb option for Android platform. Do you have an ETA for reverb support on Android ? Thanks

                        Comment


                          Hi everyone.
                          I'd like to ask id any Dev knows when the Embree acceleration method will be implemented in Unreal ?
                          It's in Unity already, and according to steam accelerates audio raytracing by up to 5/6 times.
                          I'm starving for this.

                          Thanks !

                          Comment


                            I get an 'Plugin failed to load' error when I launch a packaged dedicated server with SteamAudio enabled in the project. The client works fine, with the SteamAudio effects when played in single player.

                            Has anyone else encountered this and know of a fix (other than I guess building the Dedicated Server separately with SteamAudio disabled)? Using 4.20.3.

                            Comment


                              Constant crashes before exporting scene. Yes, I know, according to documentation, scene must be exported. But it's still undesired behaviour.

                              Code:
                              [2019.01.15-16.45.49:049][ 43]LogThreadingWindows: Error: Runnable thread AudioMixerRenderThread(2) crashed.
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: === Critical error: ===
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error:
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: Array index out of bounds: 1 from an array of size 0
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error:
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error:
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffb3e7da388 KERNELBASE.dll!UnknownFunction []
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffb0effcd1a UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:63]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffb0edda967 UE4Editor-Core.dll!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffb0ed10df7 UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffad7fb617d UE4Editor-SteamAudio.dll!SteamAudio::FPhononReverb::OnReleaseSource() [d:\build\++ue4\sync\engine\plugins\runtime\steam\steamaudio\source\steamaudio\private\phononreverb.cpp:235]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffafccc9b31 UE4Editor-AudioMixer.dll!Audio::FMixerSourceManager::ReleaseSource() [d:\build\++ue4\sync\engine\source\runtime\audiomixer\private\audiomixersourcemanager.cpp:383]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffafccc4cd2 UE4Editor-AudioMixer.dll!Audio::FMixerSourceManager::PumpCommandQueue() [d:\build\++ue4\sync\engine\source\runtime\audiomixer\private\audiomixersourcemanager.cpp:2132]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffafcc93a41 UE4Editor-AudioMixer.dll!Audio::FMixerSourceManager::ComputeNextBlockOfSamples() [d:\build\++ue4\sync\engine\source\runtime\audiomixer\private\audiomixersourcemanager.cpp:2062]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffafccbc6b6 UE4Editor-AudioMixer.dll!Audio::FMixerDevice::OnProcessAudioStream() [d:\build\++ue4\sync\engine\source\runtime\audiomixer\private\audiomixerdevice.cpp:504]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffafccb9b40 UE4Editor-AudioMixer.dll!Audio::FOutputBuffer::MixNextBuffer() [d:\build\++ue4\sync\engine\source\runtime\audiomixer\private\audiomixer.cpp:128]
                              [2019.01.15-16.45.49:049][ 43]LogWindows: Error: [Callstack] 0x00007ffafccd25b8 UE4Editor-AudioMixer.dll!Audio::IAudioMixerPlatformInterface::RunInternal() [d:\build\++ue4\sync\engine\source\runtime\audiomixer\private\audiomixer.cpp:507]
                              [2019.01.15-16.45.49:050][ 43]LogWindows: Error: [Callstack] 0x00007ffafccd22ee UE4Editor-AudioMixer.dll!Audio::IAudioMixerPlatformInterface::Run() [d:\build\++ue4\sync\engine\source\runtime\audiomixer\private\audiomixer.cpp:532]
                              [2019.01.15-16.45.49:050][ 43]LogWindows: Error: [Callstack] 0x00007ffb0effc500 UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
                              [2019.01.15-16.45.49:050][ 43]LogWindows: Error: [Callstack] 0x00007ffb0efecac1 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
                              [2019.01.15-16.45.49:050][ 43]LogWindows: Error: [Callstack] 0x00007ffb40203034 KERNEL32.DLL!UnknownFunction []
                              [2019.01.15-16.45.49:050][ 43]LogWindows: Error: [Callstack] 0x00007ffb42443691 ntdll.dll!UnknownFunction []
                              [2019.01.15-16.45.49:050][ 43]LogWindows: Error:
                              [2019.01.15-16.45.49:050][ 43]LogWindows: Error: Crash in runnable thread AudioMixerRenderThread(2)
                              [2019.01.15-16.45.49:061][ 43]LogThreadingWindows: Error: Runnable thread RenderThread 3 crashed.
                              Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                              And random stuff at Youtube

                              Comment


                                It seems that Steam Audio is abandoned. The bug Th120 described a year ago still persists. So, Steam Audio can't be used in its current state for games with more then one map.
                                Marketplace: Vive Mocap Kit / Fingers Solver / VR IK Body Solver / Subtitles to LipSync / Dialogue System with Character Animation
                                And random stuff at Youtube

                                Comment

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