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Site Registration/Status and Query #5
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G-Audio isn't being actively developed anymore which is why it is now open sourced, though he may appear if you chant the devs name three times in a dark room while looking into a mirror. Not sure why you would need procedural audio for simple ambient and sourced sounds unless you want the ambient sound to be procedurally generated. No idea about the second one but I'd imagine that you wouldn't necessarily need this library to just take in microphone audio and muffle it. I feel that shouldn't be too difficult with unity 5s audio api and mixer. |
@TechniPoet cannot resist the summoning ritual, how did you uncover my secret weakness? @CypherEA Just as @TechniPoet writes, you don't need G-Audio for your purpose. Unity filters should work fine for this. Furthermore, G-Audio isn't really VR compatible and hasn't been updated in a while... But feel free to plunder anything you may need from it. Happy audio coding! |
@gregzo Would you might elaborating why G-Audio is not VR compatible? I have G-Audio working (and working well!), with all scripts attached automatically and sound working (in editor and in game), all in Unity Beta B21, just by downloading the asset pack from the asset store (without the fixes in this repo) and importing it into a project. I can't see why this wouldn't work with VR. G-Audio is the future! I'm telling people about it! |
@Ideae It will "work" in vr but I don't believe it is optimized for multi-source 3D setups. Seems mostly setup for 2d sound. |
I had reports of G-Audio failing with Gear-VR. |
Sorry for posting here, but it seems it's impossible to register on your site's forums.
What is the current development status of G-Audio?
Also, I'd like to simulate, in a headset, various stages of going deaf.
Something similar to this: http://www.starkey.com/hearing-loss-simulator
Except I want to do it in a VR scene, using ambient and sourced sounds from scene entities.
I also want to do in in an AR Unity scene (using Vuforia, for now), where I'd need the phone's Microphone to pick up the sounds in the area and as fast as possible manipulate them to the headset in those deafness simulating methods.
Is G-Audio the way to go here? And where would I start?
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