06-14-2015 07:00 AM
06-18-2015 10:12 AM
06-23-2015 11:36 AM
06-28-2015 05:27 PM
06-29-2015 04:00 AM
"PeterStirling" wrote:
Hi RonsonPL,
I believe most of these issues you have raised are already solved in the OS, looking specifically at Windows:
Here are instructions on setting the audio balance in Windows: http://www.nextofwindows.com/how-to-adj ... -windows-7
Regarding safety features, there is "normalizer" (AKA limiter) in Windows as well, that is mostly there to prevent damaging speakers rather than hearing.
There is a loudness equalization feature in the enhancements that sounds like it does what you need:
http://lifehacker.com/5986236/normalize ... on-setting
-Pete
08-10-2015 08:35 PM
"PeterStirling" wrote:
Hi RonsonPL,
I believe most of these issues you have raised are already solved in the OS, looking specifically at Windows:
Here are instructions on setting the audio balance in Windows: http://www.nextofwindows.com/how-to-adj ... -windows-7
08-27-2015 11:46 AM
10-28-2015 02:06 AM
"noisecrime" wrote:
I've yet to get to grips with the audio SDK, just about to delve into it. However the above solution will not help in my particular case and I wanted to make sure that Oculus are aware of it.
Specifically i'm completely deaf in one ear, have been since birth and its a defect that cannot be fixed. As such I would hope that part of the SDK would have methods to deal with this. At the most basic level I would think a simple mono output option should suffice, though i'd love to see some work put into this to try and retain some features such as distance, but ensures that no sound can never not be heard in both ears.