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Heavy and Google VRAudio SDK help

Open fr4nky8oy opened this issue 7 years ago • 4 comments

sorry to be a pain, could you please explain how to implement an AudioLib with the Google Spatial Audio in Unity? From the Google Spatial Audio Doc: Modify the source properties accordingly. For scripts, renaming AudioSource to GvrAudioSource should be enough.

I would love to implement the Google Room Spatial tool for Acoustics and reflections, and GvrAudioSource (with my AudioLib) as an audio source. I am not sure if is possible.

Thank Joe,

Source : https://developers.google.com/vr/unity/spatial-audio

fr4nky8oy avatar Jun 13 '17 11:06 fr4nky8oy

Hi @fr4nky8oy I've heard from other users that there can be some conflicts in trying to use the AudioLib script with Google's GvrAudioSource component. I believe the solution has been add modifications to the script to get it to work. Though I'm not sure on exact what needs to be changed.

diplojocus avatar Jun 28 '17 11:06 diplojocus

thanks Joe, I will try later on. I think if I change the AudioSource reference in the Audio Lib.. (renaming AudioSource to GvrAudioSource) may work. I ll report back.

fr4nky8oy avatar Jun 28 '17 12:06 fr4nky8oy

Has anyone experimented with the Oculus spatializer in unity? I'm getting a perma hang every time I run the project with the both the spatializer loaded and the AudioLib script on my audio source. Would it be a question of renaming something as well? Anyone know what the oculus version would be?

mlatihs avatar Jul 25 '17 19:07 mlatihs

hm false alarm...seems it was just my patch that was broken. Basic tests worked with the OSP fine.

mlatihs avatar Jul 25 '17 20:07 mlatihs