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OculusSpatializer mixer effect in Native plugin for Unity

SvenViking
Expert Protege
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 I'm wondering if they're outdated(?)
Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
6 REPLIES 6

petergiokaris
Protege
Hi there,

Please refer to the following documentation located on our developer site:

https://developer.oculus.com/documentat ... patialize/

This should give you the information you are looking for.

Best,
Peter Giokaris Senior Software Engineer

SvenViking
Expert Protege
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.

This page also mentions:
OculusSpatializerUserParams.cs in <project>/Assets/OSP.
, but there is no such file.

Briefly trying out the OculusSpatializer mixer effect together with the OculusSpatializerReflection effect seemed to have some unusual results.
Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op

petergiokaris
Protege
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.

Best,
Peter Giokaris Senior Software Engineer

SvenViking
Expert Protege
Thanks, good to know.

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?
Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op

petergiokaris
Protege
Things can still be subjective when using InvSq curves 🙂 I would recommend trying Min:1 Max: 150-200 and see how that feels.
Peter Giokaris Senior Software Engineer

SvenViking
Expert Protege
Thanks again, will do.
Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op