Using the Oculus Native Spatializer in Unity (tested in 5.4.0b18), when playing a sound via AudioSource.Play(), the very beginning of the sound is skipped. Calling SetParameters() before or after Play() doesn't make a difference to this. Changing the Buffer Size didn't seem to make a difference.Example project here.
Load AlternateBetweenSounds.unity and hit Play. Two sounds will play alternately. The left sound is a very short click. The right sound is exactly the same except with 1/20th of a second of silence added to the start.
The initial click should be missing from the left sound in-game. Both sounds play normally via Unity's standard sound system. You can uncomment the SetParamters() line/s in AlternateBetweenSounds.cs if you want.
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