Comments (4)
Hi @Ziugy , I just tried this out on my PC. I was able to repro the issue you reported. I belive that if you check the "Spatialize Post Effects" checkbox on the Audio Source component, you should see that the GetOutputData and GetSpectrumData calls are returning proper values again. Does this work for you as well?
from spatialaudio-unity.
Hi @Ziugy, this behavior stems from the architectural difference between the two plugins.
In MS-HRTF plugin spatial audio signal processing occurs within the Unity audio graph itself using the CPU. This new plugin, on the other hand, relies on Windows platform APIs to enable hardware offload where the spatial audio processing is handled by the OS and that signal cannot make it's way back into the Unity audio graph. It's a trade-off with hardware offload where you get a higher source count at a lower CPU cost but you don't have access to the spatialized audio signal.
Hope this answers your question!
from spatialaudio-unity.
Hi @Ziugy , I just tried this out on my PC. I was able to repro the issue you reported. I belive that if you check the "Spatialize Post Effects" checkbox on the Audio Source component, you should see that the GetOutputData and GetSpectrumData calls are returning proper values again. Does this work for you as well?
@MikeChemi @Ziugy Note that even with "Spatialize Post Effects" the signal available through GetOutputData and GetSepctrumData will be the non-directional wet path reverb signal only. Dry-path HRTF audio data does not make its way back into the Unity audio engine so there will still be a difference in behavior between MS HRTF and this plugin in this scenario.
from spatialaudio-unity.
I haven't had time to double back to this yet. When you say:
non-directional wet path reverb signal only
How will that effect the output we're using?
This caveat, gotcha, or additional steps (check Spatialize Post Effects when using GetOutputData
/GetSpecturmData
) should at least be added in this documentation: https://docs.microsoft.com/en-us/windows/mixed-reality/spatial-sound-in-unity
from spatialaudio-unity.
Related Issues (15)
- Build status badges aren't properly displayed HOT 2
- Spatial Sound in Unity Microsoft.SpatialAudio.Spatializer.Unity Requires Dependencies HOT 13
- Binaries for x86 incorrectly built as x64
- UWP binaries are built incorrectly
- Sample is missing NuGet binaries HOT 1
- Sample project doesn't support latest Unity LTS (2019.4) HOT 1
- v1.0.36 isn't available in the Github releases page but is available on Nuget. HOT 2
- Can't change spatial sound format once activated
- Plugin package is missing symbols
- Unity app crashes at invalid_pointer_read_c0000005_audiopluginmicrosoftspatializer.dll!unitygetaudioeffectdefinitions HOT 5
- Incorrect plugin import settings for standalone x86_64 HOT 1
- Please update repository readme to reference the Mixed Reality Feature Tool HOT 2
- Missing mainfast? HOT 2
- package update HOT 3
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