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...
1. Using the forum's default mobile theme I'm unable to log in on iOS.
I'm first taken to the general Oculus ID login, and logging in takes me
to my Account page. When returning to the forum and reloading any page,
I'm not recognised as being logged ...
Finally figured out an issue that had been causing me a lot of trouble
and confusion. The docs state:Note: To instantiate a GameObject which
includes both ONSPAudioSource.cs and AudioSource components, you must
call the function void SetParameters(re...
Sounds great!What is the version number for this release within the
(Quest) headset, by the way? It provides three different version numbers
(“Version”, “Runtime version”, and “OS Version”), but none of them even
vaguely resemble the “Build 7.0” form...
Hi Peter,That does seem to solve the problem for AudioSources that are
already present in the scene, though CPU usage is substantially
increased if many stopped/completed AudioSources exist. Once you reach
64 stopped/completed sounds, new sounds beco...
Just wondering whether this issue has been identified?Also, should we
still be using the plugin files now that the Oculus Spatializer is
integrated with Unity 5.4? If not, is there much difference in how we
should set things up for the integrated ver...
This has changed in 5.4.0b20, but is not fixed. If anything it's
arguably worse.In b19, whether you called SetParameters() before or
after Play(), or both, or not at all, the sound with a click right at
the beginning would play with the click skipped...