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Hi,
I’ve been trying to add ambisonic ambiences into our game in Unity using the oculus sdk but I’m having trouble getting it to work correctly. It sounds like it’s playing from one direction in mono.
I followed the instructions on oculus website, adding the oculus ambisonic plug in to the audio track and the oculus spatializer to the master track on the event. Any ideas?

Cheers
Malin

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Hi Malin,

You need to ensure your project is set to Stereo in the “Builds” settings in your project preferences. This will allow it to pan properly.

You will also need to adjust the Range Min/Max settings for attenuation.

Thanks,
Richard

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Thanks Richard,

It is set to stereo already and I also set the min/max settings. I’ll try out a solution they suggested on the oculus forum where you keep the oculus spatializer in a different event to the ambisonic file. Hopefully that’ll work.

Cheers
Malin

  • Malin Arvidsson

    Just to update, it seems to work when you add the oculus spatializer in a different event and the ambisonic spatializer on the audio track of the ambisonic event :-)

  • Malin Arvidsson
  • Richard Simms

    Hi Malin,

    I’m glad to hear you managed to get your event working correctly.

    Could you please clarify what you mean by the “ambisonic spatializer”? Is this the “Oculus Ambisonics” effect?

    Thanks,
    Richard

  • Malin Arvidsson

    Yes, sorry, they called it the ambisonic spatializer on the forum but it’s called Oculus Ambisonics in the plug ins. So according to the documentation on the oculus site you need to put the Oculus Ambisonics on the audio track and the Oculus Spatializer on the master track, but that’s what causes it to play in mono from the point source for me. But if I follow the instructions on the forum, deleting the oculus spatializer from the ambisonic event all together it works as long as there are other spot events in the same scene that uses the oculus spatializer on the master track.
    Cheers
    Malin

  • Richard Simms

    Hi Malin,

    Thank you for the update. It sounds like an issue on the Oculus side that they can take care of if they feel the need.

    Thanks,
    Richard

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