Hello, I'm trying to set up the most basic and obvious room acoustics scene I can using the Oculus Spatializer Unity package. I'm having difficulty with the example provided.
I admit I don't have an ear for reverb. So I tried to make the RedBallGreenBall scene more basic and get more of an echo out of it than reverb. Using the hammer audioclip provided as it seemed like it'd produce a more obvious echo. Then a "stiletto walk" sound clip I found. I tried setting all of the OculusSpatializerReflection's Wall Reflection Coefficients to their maximum then their minimum values for both init and interior snapshots. No luck with anything.
How do I setup the most basic room acoustics scene so that I can blatantly tell that a reverb (or, even better, an echo) is being applied. Being able to set something up like stiletto heels echoing inside of a cave would be great for my untrained ears to figure out what the settings do.