@Zenteran @stevejlane Actually, both of these situations require Steam Audio to support dynamic geometry. As it stands, we work only with static scene geometry. It is possible to support dynamic geometry by routing our raytracer callbacks to the UE4 raytracer. I’ve experimented with this, and occlusion appears to give reasonable results. Getting indirect sound to work with the UE4 raytracer will be a challenge, however. In the next update of Steam Audio, I’ll include the glue code that routes our raytracer calls to the UE4 raytracer, but it will be disabled by default and require the end user to compile on their own.
TLDR: If you need dynamic geometry support anytime soon, we can’t give guarantees. However, it is possible and is something we’re looking at.