microsoft / ProjectAcoustics

Microsoft Project Acoustics
https://aka.ms/acoustics
Creative Commons Attribution 4.0 International
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Packaged build sounds different with no reverb. #103

Open CaptainCheerios opened 2 years ago

CaptainCheerios commented 2 years ago

I was testing the Acoustics UE5 demo. I opened tested in the editor and then made a packaged build, however it sounds completely different. There was a lot of metallic bouncing noise from all the hard surfaces in the editor, however in the game it just seems to have the reflection around corner but none of the other effects. So I feel its lacking in resonance and reverb.

I have tried a Windows Shipping and a Windows Development build. These are the audio settings for the packaged build. image

KyleStorck commented 2 years ago

Thanks for the report. I was able to reproduce this error. We're investigating.

KyleStorck commented 2 years ago

Oh, and to explain a little more. Yes, you're right, the reverb is missing from the packaged version of the project. For some reason, the reverb submixes are not being properly loaded in a packaged version of the project.

KyleStorck commented 2 years ago

Hi @CaptainCheerios. I'm still narrowing down on the fix, but I have a temporary workaround that you could try.

  1. Go Into Project Settings...Plugins...ProjectAcoustics
  2. Change the Reverb Bus Preset from 'Default' to 'Custom'
  3. Close Project Settings
  4. Open Project Settings...Plugins....Project Acoustics again
  5. Change the Reverb Bus Preset back to 'Default'
  6. When you package the game again, you should hear reverb

image

Oddly that fixed the issue for me.

CaptainCheerios commented 2 years ago

That works, I will keep that in mind when I work on some other projects and see if it has a similar issue. Due to it being basically turned off and on again, I wonder if it's from version upgrades on the project settings.

mkmarchan commented 2 years ago

I've determined that the issue is due to Unreal not including the default submixes in packaged projects if DefaultEngine.ini (contained in the Config folder of your UE project) does not have a setting with a path to the submixes. DefaultEngine.ini will not contain those paths until the Project Acoustics plugin settings have been modified in the editor.

Swapping to custom and then back to default in the plugin settings in the editor forces the default plugin settings to be saved into DefaultEngine.ini, which then allows for the submixes to be packaged properly. The entry for PA in DefaultEngine.ini should look like this after doing the workaround:

[/Script/ProjectAcousticsNative.AcousticsSourceDataOverrideSettings]
ReverbBusesPreset=DEFAULT
ShortIndoorReverbSubmix=/ProjectAcoustics/NativeReverb/Submix_IndoorReverbShort.Submix_IndoorReverbShort
MediumIndoorReverbSubmix=/ProjectAcoustics/NativeReverb/Submix_IndoorReverbMedium.Submix_IndoorReverbMedium
LongIndoorReverbSubmix=/ProjectAcoustics/NativeReverb/Submix_IndoorReverbLong.Submix_IndoorReverbLong
ShortOutdoorReverbSubmix=/ProjectAcoustics/NativeReverb/Submix_OutdoorReverbShort.Submix_OutdoorReverbShort
MediumOutdoorReverbSubmix=/ProjectAcoustics/NativeReverb/Submix_OutdoorReverbMedium.Submix_OutdoorReverbMedium
LongOutdoorReverbSubmix=/ProjectAcoustics/NativeReverb/Submix_OutdoorReverbLong.Submix_OutdoorReverbLong
ShortReverbLength=0.500000
MediumReverbLength=1.500000
LongReverbLength=3.000000

In our next release, these settings will be written to DefaultEngine.ini when first opening the project, which should resolve this issue.