Open borogove opened 4 years ago
The recommended way is as you say - use some invisible geometry as additional acoustics navigation regions. I've assigned to Nikunj in case he has any other ideas to share.
I have a related question. We have a 512x512 scene, but most of it is just open terrain. Wold it be ok to sparsely place navigation mesehs over the terrain. So lets say each probe is maybe 10 meter or more apart instead of the default 3.5 meters.
Can it introduce artifacts on open terrain? In more complex places I will offcourse keep the 3.5 meter placement
If most of the scene is open, I would actually suggest setting the max spacing parameter to, say, 8 meters or similar and run the pre-bake - the probe layout does try to be smart and will try to still sample narrow regions more densely and drop the resolution in open areas. See if you like what it generates.
Sadly it has some indoor elements let me see if I can get a video from the actual scene,
As you can see here its a mix of open terrain and tight indoor environments
I will try to play around with max distance and see how it works
Is there any way to control the altitude of the listener probes? We're considering various low-gravity locomotion and "super-jump" features which could take the player avatar high off the ground. I guess we can add invisible, non-collidable geo tagged as acoustic navigation for level specific cases, but a more general solution that allows for the assumption that the player can reach high altitudes at any point in the game would be nice. It looks like you currently place probes at two fixed altitudes; being able to say "probe at 1m, 2m, 4m, and 8m altitudes" would let us experiment with different cost vs accuracy tradeoffs.