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Votes
1
Found in
5.6.2f1
Issue ID
934220
Regression
No
[Audio Mixer] "GVR audio renderer" and "OculusSpatializer" with wet mix turned on are stoping audio from spatializing
Reproduction steps:
1) Download and open user's attached project
2) Open GVRDemo.unity scene
3) Open "GvrAudioMixer" in Audio Mixer window (GoogleVR/Resources/GvrAudioMixer.mixer)
4) Enter playmode
5) Press "Edit in Play Mode" button inside Audio Mixer window
6) Press "alt" button and move mouse in Game window (in order to rotate camera)
-- Notice that Audio plays in both speakers equally (2D sound)
7) Switch Audio Mixer's snapshot to "WetOff"
-- Notice that Audio plays in each speaker differently (3D sound), but sound effect is missing
Expected result:
Wet mixing should still play sound in 3D
Reproduced with:
5.4.5p2, 5.5.4p1, 5.6.2p4, 2017.1.0p1, 2017.2.0b1,
2017.2.0b2 and newer - can reproduce but after few tries Unity crashes (attached Editor.log)
Note:
User's project uses GVR's effect, but I was able to reproduce the same behaviour using empty project with OculusSpatializer added to the mixer with Lowpass filter
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Resolution Note (2017.3.0f3):
The "GVR Audio Renderer" effect, when enabled, will replace the data that is passed to it with the mixed, spatialized audio data. So, when "Allow Wet Mixing" is enabled on the GVR Audio Renderer effect, with wet volume at -80dB, you are essentially bypassing the GVR Audio Renderer effect. This means that only the unspatialized audio will pass through.
If the customer wants spatialized audio data, then they should use their WetOff snapshot. If they want that data to be low-pass filtered, they need to put the Lowpass filter after the "GVR Audio Renderer" effect. Then everything will work.