Incorrect Ambisonic Audio Playback
(Using Unity 2019.3.0b11) Testing in my own scenes as well as the included yellow ball test scene the Oculus Spatializer will not treat ambisonic audio properly. No matter what I do it positions the audio at the source and spatializes it as any other mono sound source would behave. Even when placing my head in the middle of the source object and turning around there is no directional imaging apparent. I swapped in google resonance audio briefly and the ambisonics played back as expected. However there are other problems with resonance audio that push me to stay with the Oculus Spatializer instead. Is anyone successfully using the ONSP Ambisonics Native?1.2KViews0likes1CommentUnity 2018.3.0 crashes with Oculus Spatializer 1.32.0
- add the 1.32.0 Oculus Spatializer .unitypackage to a Unity 2018.3.0 VR project with XR enabled and targeting Rift. - set Ambisonic Decoder Plugin in project Audio Settings to OculusSpatializer - add an ambisonic sound to a prefab in the scene following Oculus documentation. - place multiple copies of the prefab in the scene - hit play Unity crashes. Unity v2018.3.0f2, Oculus Utilities v1.31.0, OVRPlugin v1.31.0, SDK v1.33.0. From Unity's support team: Hello, Thank you for reaching out to us. The crash appears to happen inside the Oculus Audio Spatializer. To be specific, looking at the logs, when OSP_SpectrumAnalyzerGetSpectrumInterleaved is being called. Since this is their 3rd party dll, we would be unable to fix it. I would suggest not using it for the time being and reporting the bug to Oculus. If you have further questions, feel free to ask. Regards, Giedrius Unity QA https://fogbugz.unity3d.com/default.asp?1109509_iglqc47s2tf9dtk91.1KViews1like2Comments