Hello, Steam audio sounds cool so far but we need to have a discussion on emulating the speed of sound in VR on 3d audio objects. Steam VR calls it Realtime sound propagation. The link below explains and demonstrates this issue in a video.
Adding this effect causes comb filtering on 3D audio sources with correlated content. IE all video players. You perceive it as a phasing type of sound while moving around in a world. It also causes problems with phantom imaging of sound between the Left and Right channels of audio and creates directional patterns that can cause dead spots in the room with no bass response in clubs.
This effect also completely breaks ARC Upmix and ARC Fields, 5.1ch up mixing software that's used by numerous clubs and music events in VR to mix large numbers of 3d objects into a 5.1 stream.
While this effect is more realistic to real life and may be necessary for 3d objects that use steam audio's virtual acoustics engine, it only causes detrimental effects to 3D sound objects used for video players. Is it possible to remove or add a way to turn this piece of the sound processing off for specific audio objects in a world? Is this being caused by something else?