Dynamic Room Modeling with Oculus Integration and FMOD
Hey there, I'm using FMOD as the audio engine in a Quest 2 game that's being developed with Unity 2020.3.24f1 and The Oculus Integration (I think v35). In FMOD Studio I installed the Oculus Spatializer as a plugin that gets applied to all the Sound-Events that I later use as 3D sound in Unity. The general spazialization works great, but I'd love to get a more accurate representation of the room by building an audio geometry. When I try that via the menu Oculus -> Spatializer -> Build Audio Geometry for current scene. I get these two consol messages: Building audio geometry for scene TestLevel01 Successfully built 0 geometry objects I added the ONS Probagation Material script to a few room geometry objects and also tried adding the Oculus Spatializer Unity and Oculus Spatializer FMOD to a static game object, but I still get the same result of 0 built geometry objects and no audible change in audio. Any tipps of how to get the room modeled with FMOD and Unity? Appreciate your help. Cheers!1.4KViews0likes1CommentFMOD and Oculus MRC
Hello all, I have implemented Oculus Mixed Reality Capture inside my Unity Project and everything works great. The only problem is that if I use FMOD, no audio gets transmitted to OBS... only the standard audio that goes through Unity Audio Listener gets sent to Mixed Reality Video. Has someone of you ever found a solution to this? All my game uses FMOD... Thank you!Solved1.3KViews1like1Comment