Hi everyone,I put together a comparison of 5 different 3D audio plugins.
It includes comparison of features, ease of use, engine integrations,
availability per platform, pricing, and performance test results. There
is also an interactive downloadable...
The Audio SDK seems is crashing my Unity project.Here are the steps I'm
taking:1. Created a blank Unity project2. Imported the Audio SDK Unity
package3. Opened OSPTest scene4. Hit play...This crashes my Unity with
the following bug report:Process: Un...
So according to this thread (and my own attempts), Mobile SDK doesn't
work with Unity 5 yet, and there's no real ETA on when it will.This is a
real bummer, especially since Unity 5 has been in beta for several
months now. Unity 5 moving Pro features ...
First of all, excited about Oculus audio SDK!I have been using another
3D audio solution (and been quite happy with it), and curious whether
it's worthwhile to switch.I'm sure you guys have looked at the other
players in the field and compared featur...
So... I'm in US, and got the unlocked Exynos phone specifically do to
Gear VR dev, mistakenly thinking it would be a better machine to develop
on.However, like everyone else, I realized all too late that the two
don't play together. I was able to get...
@petergiokaris,Thanks for clarifying.When I said "bad design", I wasn't
referring to having the plugin as an "add-on" component. That's actually
a really good idea. I was just talking about how this idea is currently
implemented.As I mentioned it sho...
Thinking about this some more, and coming from a developer's
perspective, this kind of setup is poor design.If the plugin is going to
ignore the Unity AudioSource APIs and duplicate it's functionality (like
the duplicate "Play on Awake" checkbox), it...
In real life, you can't really tell which "direction" the rain is coming
from, so it doesn't really need spatialization, IMO.For a brook, it's a
bit more tricky. If you have the "horsepower", you could try to mix 2
sound sources (regular stereo panni...
Just to expand on this a bit more, I was using Unity audio.Play() to
start a number of sounds, which was apparently completely bypassing the
Oculus plugin. Working with Peter now on exposing/implementing
appropriate APIs for playing / stopping the so...