Dynamic Room Modeling with Oculus Integration and FMOD
Hey there,
I'm using FMOD as the audio engine in a Quest 2 game that's being developed with Unity 2020.3.24f1 and The Oculus Integration (I think v35). In FMOD Studio I installed the Oculus Spatializer as a plugin that gets applied to all the Sound-Events that I later use as 3D sound in Unity.
The general spazialization works great, but I'd love to get a more accurate representation of the room by building an audio geometry. When I try that via the menu Oculus -> Spatializer -> Build Audio Geometry for current scene. I get these two consol messages:
Building audio geometry for scene TestLevel01
Successfully built 0 geometry objects
I added the ONS Probagation Material script to a few room geometry objects and also tried adding the Oculus Spatializer Unity and Oculus Spatializer FMOD to a static game object, but I still get the same result of 0 built geometry objects and no audible change in audio.
Any tipps of how to get the room modeled with FMOD and Unity?
Appreciate your help.
Cheers!
