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Oculus spatialzer for Unity - Is it possible to mute direct sound and just keep the reflections?

samdo
Honored Guest
Hi!

Is there an option, in the Unity integration of the Oculus audio spatializer, to mute the direct portion of the sound coming from
an audio source, but keep the reflections (its indirect sound), when using the audio propagation feature?

The intended use case is to create an echo of users voice without playing the voice back to user, just the reflections based on scene geometry.
In Steam Audio, they call it Direct Mix Level and Indirect Mix level. 

Thanks!
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