Propagation - 1.0.0
First Release!
Bug
PROP-9 Sound objects can occlude themselves
PROP-12 Crash exiting PIE
PROP-14 Crash enter/exit/enter/exit PIE
PROP-15 Cached AudioDeviceHandle prevents AudioEngineSubsystem Deinitialize()
PROP-25 CRASH: Seen once: "Resource is being deleted." on exiting PIE
PROP-26 First frame obstruction causes audible clicks after repeating sounds go from unobstructed to obstructed
PROP-27 Rays from sounds can self-intersect the owner's mesh for owner actors with more than one mesh, OR the character 1p / 3p mesh
PROP-30 Some foliage geometry is able to fully obstruct sounds
PROP-31 Metasound playback in Editor 100% obstructed at default
PROP-33 Debug is not showing what's happening! (A.K.A. can't see squishy hemisphere)
PROP-35 Unable to change propagation definition in toolbar
PROP-39 Transient objects getting saved into assets, causing source buffers to take all the threads
PROP-40 Set listener size to very small for GDC
PROP-42 Propagation inspector does not show auto-activated sounds on level start
PROP-43 Investigate SourceEffectPresetChain issue in CityMap
PROP-44 Fix live-update issue for Source Radius
PROP-46 When the listener sphere and the sound sphere overlap, sounds can still be obstructed
PROP-49 Changes to Definition assets makes MetaSounds go into unsaved state
PROP-50 Investigate and fix the failing SqushyBall
PROP-51 Obstructed sounds are too quiet. Inconsistent results between playbacks
PROP-52 Obstruction values change when listener rotates
PROP-58 Obstruction GPU value flicks from 1 to 0
PROP-65 Investigate and resolve character mesh obstruction
PROP-80 Crash Scene->RayTracingScene.GetCachedInstanceGeometry(RayTracingInstanceIndexMain) == CachedRayTracingGeometry->GetRHI()
PROP-84 Rays are not obstructed when scene objects are culled
PROP-98 Debug first frame rays should use same color as GPU rays (default red and green) not cyan
PROP-110 When inside CPU ray hemisphere, obstruction is greater than 0
PROP-111 When selecting a sound instance in the Obstruction Inspector, the debug for all instances of that sound is shown (should be just the instance)
PROP-112 Rays are leaking through meshes and reach the listener when we expect them to be fully obstructed
PROP-120 Crash when sending a zero size buffer to GeneralIgnoreInstanceIDs
PROP-121 FSweejPropagationRayTracingScene::BuildRayTracingScene is called constantly when build custom ray trace scene is enabled
PROP-124 Unable to open toolbar
PROP-125 Propagation Component Asset user data has overrides but you can't set override values
PROP-127 Tank on citymap no longer ignores itself when running cpu rays (first frame or distance fallback)
PROP-129 Hide 'Build custom ray tracing scene' setting from users. Not currently available for users.
PROP-130 When opening the toolbar close to the bottom of my screen, it gets hidden outside of the screen
PROP-136 Memory leak? Or at least very slow debug draw listener sphere
PROP-138 Per sound instance ignore lists - not showing meshes in the drop down menu
Epic
PROP-1 There's something wrong with your PROP!
PROP-34 Propagation Inspector
Story
PROP-38 As a picky guy I want to be able to see the first frame obstruction value separately from the obstruction value
PROP-62 QOL: Obstruction Inspector
Task
PROP-5 Custom scene for async raytracing
PROP-6 Ensure listener can never be inside a blocked area, causing all sounds to be occluded
PROP-11 Replace Occlusion plugin with Source Data Override (& multi adapter)
PROP-13 Allow dynamic meshes to be used in custom TLAS
PROP-16 Set limit on number of active ray traced sounds (in settings)
PROP-17 Lock obstruction manager data as it is passed to Render Thread
PROP-18 Use same filter as native UE Obstruction for Sweej Obstruction
PROP-19 Implement custom data version
PROP-21 Volume attenuation based on obstruction
PROP-22 Toolbar support for first frame obstruction rays
PROP-23 Avoid situation where some rays start inside geometry from the sound
PROP-24 Squishy Listener: Scale listener sphere based on proximity to walls
PROP-28 Map range and power curves for amplitude and frequency ranges
PROP-29 Warn user when GPU raytracing is disabled by rendering quality settings
PROP-32 API for arbitrary registration to the obstruction system
PROP-41 3 rays for first frame #yolo
PROP-47 Support User editor settings
PROP-48 Create "Filter" Search bar + debug filter by "filter word"
PROP-54 Support draw tick boxes in obstruction inspector, keep in sync with console commands and user editor settings
PROP-66 Debug rendering should show squishy ball behaviour
PROP-73 Auto-test support for 1000+ sounds
PROP-76 Performance and Debug tests for 1000+ objects
PROP-85 Remove MinFrequency and make sure that filters are not running when obstruction is 0
PROP-86 Make default listener radius 100 (and change the name to radius)
PROP-87 Project setting to disable squishy sound
PROP-88 Must have propagation asset
PROP-89 Move FirstFrame collision channel setting to project settings
PROP-90 Make sure people know that their settings is breaking propagation (if they have medium or lower setting)
PROP-92 CPU Fallback when on Medium or lower settings
PROP-93 Reorganize propagation settings
PROP-99 Allow users to use Curve assets to define volume and frequency ranges
PROP-103 Add outer and center values to debugger
PROP-104 When a sounds center is near an object, the squish makes many rays trace from the same place (or almost) causing a heavy weighting to that point
PROP-109 Support Sound Instance Ignore list via SweejPropagationModifierComponent
PROP-113 Unify the GPU fallback async CPU line traces with the other CPU line trace path
PROP-115 Debug Setting 'Distance' in On screen info. So we can see how far the sound is from the listener (helps with CPU fallback distance)
PROP-116 Debug setting 'CPU/GPU' in On Screen Info. So we can see in debug text
PROP-117 Implement weighted Fibonacci points distribution
PROP-128 Inner / Outer Proportion control for how many rays should be included in the inner part of the sphere
