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thorwald's avatar
thorwald
Honored Guest
9 months ago

XR Audio Low Level Access Issues

Hello,

We are blind developers, which unfortunately makes audio development quite challenging, since almost all engines and spatialisers are based on visual design, e.g. Fmod Studio, Unreal, Unity, etc, which we are unable to use.

we have been using the oculus audio spatializer via the low-level Fmod API for a while now, written a lowlevel class around it that handles reflections, reverb and oclusion based on object materials, size, custom ray tracing to handle impact points, etc. This is housed in a custom game engine that we created specifically for audio-based, immersive games.

Since the Oculus Audio SDK is not supported anymore, we have just started looking into xr audio. From what we can see, the capabilities of the unity plugin makes it possible to handle pretty much everything that we would need, at least according to the documentation. Unfortunately, we discovered that when accessing the vst version via the low level Fmod API, there are a few crucial parameters missing from the available DSP parameters.

We can see for example 'EnableAcoustics', but no parameters that set the room properties, e.g. dimensions.
It would be also important to have the feature that controls Locking the camera position, ideally, the reflections should be dynamic as the player moves through a room and gets close to a wall, or an object (which is based on internal ray tracing presumably).

Would it be possible to expose the following in a possible future release please?

Acoustics properties (room width, length, heigth, Listener Lock, Materials)
Access to the internal ray casts, so that we can use our custom ones that calculate distances based on impact points on the map.
Anything else that is worth exposing. At this point, we are incredibly close to being able to use XR Audio to its full extent, so any help is greatly appreciated.

All the best,
Thorwald

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