You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Aug 5, 2022. It is now read-only.
I'm using GoogleVR Resonance Audio with FMOD Studio and Unity and trying out room effects.
The effects of room volumes seem to work fine, but the transition when going in or out of a volume is instant and extremely jarring and immersion-breaking. Instantly sounds around you sound completely different when moving your head a fraction to one side or the other.
In Resonance for Unity (not using FMOD) there seems to be a reverb probe concept that supports interpolation, but this is not available for Resonance for FMOD.
Even so, the reverb probe sounds like ti interpolates over time rather than over spatial distance, which can produce weird effects not grounded in space. All I would really need is to be able to specify 2 rooms and an interpolation value between them. Then I could handle all higher level functionality of picking which rooms to use and the interpolation weights myself. But as long as there is no way to specify any interpolation at all, the whole room effects feature is just not viable to use.
The text was updated successfully, but these errors were encountered:
Reverb probes would be ideal for this sort of thing, I made the jump to FMod when I read in the documentation that Resonance Transitions between rooms.
I assumed that it wouldn't be a jarring time-based transition, and am slightly regretting the move, as the probes worked very well for smaller transitions, and allowed much more flexibility for room shapes.
Fingers crossed on an update with the same features across each platform coming up. :)
Edit: One behaviour I noticed, is that the room effects are enabled in order of most recent entry, so with that in mind, it could be possible to have "transitional" room types using parameters that don't necessarily reflect the room (no pun intended), but are part-way between the characteristics of rooms.
Potentially a 6 unit cube going into a 4 unit cube could have a 1 unit room with added gain & reflectivity set up to compensate.
We have scheduled a task to investigate what would be involved in bringing the probe functionality across to the FMOD integration. We'll report back with our findings and if possible integrate the change.
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
I'm using GoogleVR Resonance Audio with FMOD Studio and Unity and trying out room effects.
The effects of room volumes seem to work fine, but the transition when going in or out of a volume is instant and extremely jarring and immersion-breaking. Instantly sounds around you sound completely different when moving your head a fraction to one side or the other.
In Resonance for Unity (not using FMOD) there seems to be a reverb probe concept that supports interpolation, but this is not available for Resonance for FMOD.
Even so, the reverb probe sounds like ti interpolates over time rather than over spatial distance, which can produce weird effects not grounded in space. All I would really need is to be able to specify 2 rooms and an interpolation value between them. Then I could handle all higher level functionality of picking which rooms to use and the interpolation weights myself. But as long as there is no way to specify any interpolation at all, the whole room effects feature is just not viable to use.
The text was updated successfully, but these errors were encountered: