I am performing audio simulations in Unreal Engine 4.
Ideally, I need realistic audio propagations. So microphones at multiple locations will experience propagation delays related to their distance from a sound source. Basically to be able to do spatial signal processing with a microphone array.
I have done some experiments with the Steam Audio plugin but I don't think that the propagation delays are built-in. Some research points to needing to add the propagation delays in post processing, but if the sound source is moving, then the problem becomes difficult.
How can I implement this in my project?