In addition to the OculusSpatializerReflection effect that's applied by default to the SpatializerMixer, there's an optional "OculusSpatializer" effect with settings for Gain, Inverse Square attenuation, falloff ranges, and toggling early reflections. I can't find any mention of it in the docs.
Should it be used, and if so, what for? Does it override the settings of individual ONSPAudioSources, or act as some sort of defaults, or something else? Thanks.
I also can't find the OculusSpatializerUserParams.cs file mentioned in the docs, by the way. I'm wondering if they're outdated(?)
Thanks -- I'd checked that, but it doesn't seem to mention the OculusSpatializer mixer effect I was talking about (at the bottom of the attached screenshot), and what it refers to as "OculusSpatializerUserParams" seems to be "ONSPAudioSource" in the latest ONSP plugin.
OculusSpatializerUserParams.cs in <project>/Assets/OSP.
You are right, this is a typo. It should be the referring to ONSPAudioSource.cs Thanks for catching that!
The OculusSpatializer is the effect that is used on each voice (it's like an insert effect). It should not be used on a mixer channel. That being said, it should also not be showing up in the list of available plug-in effects for a mixer. We will find out from Unity why this is happening.
This is changing the topic a bit, and I can make another thread if that's preferable, but I'm finding it a bit difficult to get my Inverse Square falloff values sounding right. Would you happen to know some appropriate settings for something like a human speaking voice?