Unity 5.4.0b9 also tested in 5.3.4f1
Latest Oculus Unity integration
I am an experience audio professional having worked in production for broadcast and interactive for almost 20 years now.
Playing the 'RedBallGreenBall' test scene provided (which is great thanks for doing this) I don't hear artifacts (pops and clicks) with just the two objects in the scene. Runs smooth so it's great to confirm that the plugin is working. However I don't think 'RedBallGreenBall' is a good practical example considering many desktop projects would expect to have many more objects using the spatial plugin path say 16 objects. I would also expect that enabling both Early reflections and Reverb on the Oculus Spatializer Plugin channel should 'just work'. This isn't the case at all.
Both on my local system and another test system that is 'VR Ready' running a version of RedBallGreenBall with 8 objects total (4 green balls and 4 red balls) AND the Oculus Spatializer Plugin Early reflections and Reverb bools set true (on) the audio system falls apart. It's totally unusable with obvious buffer gulping and all the artefacts you'd expect. I have set my Unity audio manager to both best performance and best latency. Same results audio system is un-usable.
Reading the forums here I can see a lot of un-documented work arounds and practical tips on how to manage performance.
Heres' my first question --> Is there a practical number of simultaneous audio sources we can expect 'VR ready' to playback using both early reflections and reverb ? Even if it's 8 or 4 I'd like to know. Right now it seems totally broken.
Second question ----> My work around has been to disable early reflections, reverb and NOT use the inverse square bool on the ONSP script. Does this mean I am essentially turning off all features of the SDK ? or even with all those features off does the Oculus plugin still handle panning for example ?
Thanks for all the hard work and great community support so far. Really looking forward to future developments of the Oculus SDK.