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Inspiring
August 15, 2016

Audio using CV1?

Hi

So in my level I have a soft ambient music, and audio from some sources (including other users)

For some reason the listener o nthe OVR headset is not really utilising a distance fall off, and every one can hear every thing in the level.
Is this what everyone gets by default withthe OVR player controller?  Is there something I need to change to make sure ther is distance falloff on the audio for stuff around my level?

Used to work ok on Dk2, so not sure whats changed.

Cheers

-P
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    5 replies

    Inspiring
    August 15, 2016
    Check your AudioSource component settings to make sure the falloff settings and min/max distances are as expected. If you are using the Oculus audio spatializer plugin, make sure that's updated (or remove it and use the built-in version now provided by Unity). It's possible that your settings just got reset somehow.
    HiroProtag0nist
    Honored Contributor
    August 15, 2016
    Could that be the Spatial Blend setting - if it's at zero i think that may be the problem.
    Big PC, all the headsets, now using Quest 3
    Inspiring
    August 15, 2016
    Unity's default panner leaves a lot to be desired. Try using the native spatializer plugin. It's built into 5.4, so all you have to do is go to Audio Settings and set "OculusSpatializer" as the Spatializer Plugin. If you're using 5.3 you'll have to download the plugin separately, but it's the same process to enable it.


    pjennessAuthor
    Inspiring
    August 15, 2016
    OK. thanks all will try and get back to you
    Drift VFX Visual, Virtual , Vertical Want 970GTX on Macbook for good FPS? https://forums.oculus.com/viewtopic.php?f=26&t=17349
    pjennessAuthor
    Inspiring
    August 27, 2016
    Succes thanks all. the plugin in combination to Spatial settings got me there woohoo!!
    Drift VFX Visual, Virtual , Vertical Want 970GTX on Macbook for good FPS? https://forums.oculus.com/viewtopic.php?f=26&t=17349