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Spatial Audio #303
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Hello, I am trying to implement 3D positional audio to a cross platform app using this package. Looking through the docs and reading the notes I am quite confused. Refactor 9 release mentions that spatial audio is now working. The example uses StartLocalMediaSpatialAudio which only works on WebGL builds and requires a url to a media file. In the code there are functions like SetRemoteUserSpatialAudioParams which seems to require calling EnableSpatialAudio but this function does not exist. updateSelfPosition and updateRemotePosition returns -7 even though I call GetEngine before. Can you help me understand how does spatial audio supposed to work please? |
Replies: 2 comments
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Hello, could you solve this problem? |
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Hi there, the spatial audio is working. There may have been confusion in usage in refactor9. But in refactor10 all should be fixed. Please follow the code in spatial-audio-positional example to see how it works. |
Hi there, the spatial audio is working. There may have been confusion in usage in refactor9. But in refactor10 all should be fixed. Please follow the code in spatial-audio-positional example to see how it works.