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The effect of using Baked data in SteamAudio C API for reflection is different from using runtime reflection. #535

@ZheYinX

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@ZheYinX

Hi
I've encountered some issues while using the C API, specifically regarding reflection.
I generated baked data for my static sound sources, and that went smoothly—I'm glad it worked properly. However, when I used the baked data to apply reflection effects, I noticed that the reflected sound didn’t sound quite the same as when reflection is handled at runtime. In my scene, there’s a large room with two small cube geometries acting as obstacles. The baked data seems to only capture the reverberation of the large room, without the reflective sound from the small cube obstacles. But with runtime reflection, the effect is clearly audible.
I initially thought this might be because the parameters I used for baking were different from the runtime reflection parameters. So, I lowered the baking reflection parameters to match the runtime settings, but the result was still the same.
I’m not sure why this is happening. Could anyone offer some advice?
Thank you so much!

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