That's where I have managed to get it - the audio and video play on Quest 2 but the channels are hard-panned and head-locked so I am not getting any correct spatialization out of my Ambix audio. On the Audio Source component, should the Spatial Blend be set to 3D?.In my project, the Audio Output component shows 2 speakers, but your docs show 4 or 8 – where is this configured?.Is this a bug, or is it correct behavior? It also already handles spatialization as a part of this decoding operation, based on the orientation of the audio source and audio listener The decoder converts the clip from ambisonic format to the project’s selected speaker format. When you play an ambisonic audio clip, it is automatically decoded through the project’s selected ambisonic audio decoder.
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