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Spatialized and non-spatialized audio on same mixer group in Unity

audiocan
Honored Guest
Hi,

I'm currently using Oculus SDK in Unity with the following (simplified) setup:
- Create an SFX audio mixer group
- Send outputs of BOTH spatialized and non-spatialized audio sources to this group
- Send outputs of BOTH reflection-enabled and reflection-disabled audio sources to this group
- Add Oculus Spatializer to the Master mixer channel

In this setup, can Oculus plugin decode spatialized and/or reflection-enabled sources, even though there are non-spatialized and reflection-disabled sources routed to the same bus?

Thanks. 
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