Sorry to hear that you are having some issues with hearing reverberation. The current setup has it that you must enable Reflection Engine in the mixer plug-in before you can enable the Reverberation. Because of this, the reverb may get lo…
Here are the different versions of Unity 2017+ along with the dates in which the fixes went out:
2018.1 beta 6 (fix released)
2017.3.1 patch 1 (fix released Feb. 14th)
2017.2.1 patch 4 (fix released…
We have not included a priority system in our spatializer in order to remove complexity when a spatialized resource is requested by a playing voice in Wwise. We do not steal a currently playing sound (unless it is a reflected sound th…
Hi there chris_bob, and apologies for the late response.
Imperativity is correct, the shader compiler that is used by the HMD visuals is version 4.3, which apparently is not available in the latest Win10 versions (perhaps it never was, but I haven…
Hi there and apologies for not getting back sooner.
The AudioManager directory is indeed missing from the 1.17 Unity download package. There will be an update to the package today. I will message here when it is there.
Sorry for the delay in getting back to you on this issue. I believe we have isolated the problem and have made a fix for it (I was able to reproduce it within UE4, and the same test case also worked in the editor).
We will be updating …
We are looking at updating ovrLipSync for better phoneme detection, which will give a much smoother looking lipsync. As well, optimizations will take place which will reduce the amount of CPU used by the library.
Unfortunately, the te…
Sounds should be mono. A multi-channel audio file will spatialize, but we only select the first channel to spatialize (which is the left). That means you would have strange stereo artifacts show up in the spatialization due to the right …
Unity started supporting supporting the Oculus plug-in natively within Unity starting with v5.4 This means that you don't have to install our plug-in into your project for basic spatialization (you will see the OculusSpatailizer as a drop-…
I've isolated the issue to the following line in SetParameters():
public void SetParameters(ref AudioSource source)
// Check to see if we should disable spatializion
Cracking with the spatializer (in particular, within GearVR) will quickly manifest based on large room sizes and lots of spatialized sounds playing.
We are aware of an issue that pausing sounds will still be processing through the spati…
Thank you for the interest in our spatializer. We have the AU plug-in on our roadmap, but are currently unable to give an estimate as to when that will be included in audio SDK plug-in pack.
However, we are dedicated to making this happ…
There is a way to patch Wwise / Unity integration to allow for accessing the correct audio device.
First off, let me point you to documentation that we currently have in regards to re-targeting the audio device (note that this is for C+…
UPDATE: I tried a simple test with RedBallGreenBall using V1.0.2 Unity native integration. I set both to enable reflections, then I duplicated both 4 times (for a total of 10 audio sources). I also maxed out the room size in the channel plug-in and …
Hi there, and thanks for the message. Sorry to hear that you are having these issues with the spatializer. Could you give us some more detail on how you are setting up each audio source in your test scene? For example, are you copying both the red a…
I tried the latest VST plug-in from our dev site (1.0.2) for OSX, using El Capitan (V10.11.3) in Ableton Live Lite 9. It was correctly loading up.
Did you add the VST into the following location:
I think you only installed the latest Unity as I had suggested, but Dave mentioned that you should install the latest runtime:
Could you try installing this to see if this resolves your issues?
I wanted to know how you are using the Wwise plugin. You are referencing OSX as your OS, but our Wwise plug-in is Windows only. Are the issues you are seeing with Windows?
As for the issues you are seeing with the VST not register…
The latest version of UE4 does include an integration of our spatializer for their native audio voices. This was an implementation on their side and we are not officially supporting it. However, this may change in the future.
Please refer to the fo…