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Using Radeon to simulate reflections takes up GPU space but has no effect #541

@ZheYinX

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@ZheYinX

I am using the C API version 4.8.1. When I attempt to use Radeon for reflection, I notice GPU usage increases, but the reflection itself does not seem to have any effect. However, when I switch back to Default or other options, the reflection works as expected.

Additionally, I am using Direct occlusion, and it works correctly regardless of the SceneType setting—whether it's set to Default, Radeon, or any other option.

During baking, GPU usage can reach 100%, but the baked audio still shows no reflection effect. I'm unsure where the issue might be. I have set both the simulator and the Scene's SceneType to Radeon, and I have also configured OpenCL and Radeon devices in SceneSettings as well as the simulator settings.

Another problem I'm facing is that I'm using SteamAudio through a C# binding library. Directly calling OpenCLListCreate in C# causes a crash. However, if I create a C++ wrapper and call an arbitrary invalid method from SteamAudio—even something like sizeof(IPLContextSettings)—before creating the list in C#, it no longer crashes and the device is created successfully. I'm not sure why this happens. I have spent a lot of time debugging but have not found the cause; structure sizes and offsets seem correct.

If any code examples are relevant, I can include them in a code block (using ```).

Thank you for your help!

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