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Oculus Audio SDK and Meta XR Audio SDK Geometry based acoustics

ice-berger
Honored Guest

I have been using Oculus Spatializer Unity (v47.0) in Unity (2021.3.29f1) to create reverberation based on the geometry of the game environment.

It seems that there are a number of inconsistencies and behaviors I cannot explain:

1) When a source changes from visible to non visible (i.e the direct sound becomes occluded) the direct sound remains. Toggling Spatialization enabled resets it to as expected, after a while though it returns to the direct component being included again.

2) A different attenuation curve when reflections are enabled compared to when they are disabled. The former begins as a 1 / r releationship but shows a sharp roll off after around 2.3m.

The first point in particular means I cannot use the Oculus Spatializer for my project. Therefore, I had a look at using the Meta XR Audio SDK (v55.0)  instead as it is newer and seems to be a replacement for the Oculus Spatializer. However, as far as I can find it does not include the same geometry based acoustic rendering. It only seems to include a shoebox room approximation (described here: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-room-acoustics/) and is unable to account for occlusion of the direct sound by the scene geometry. Am I missing something? Or are there any plans to add any sort of geometry based acoustics to the Meta XR Audio SDK in the future?

Otherwise, are you able to suggest why this behavior may be happening in the Oculus Spatializer?

1 REPLY 1

Kettenotter
Honored Guest