I'm currently using Oculus SDK in Unity with the following (simplified) setup: - Create an SFX audio mixer group - Send outputs of BOTH spatialized and non-spatialized audio sources to this group - Send outputs of BOTH reflection-enabled and reflection-disabled audio sources to this group - Add Oculus Spatializer to the Master mixer channel
In this setup, can Oculus plugin decode spatialized and/or reflection-enabled sources, even though there are non-spatialized and reflection-disabled sources routed to the same bus?