I’m working on a Unity project for both the Oculus RiftS (desktop) and Quest (mobile, android).
After finding some differences in sound between playing in Editor and playing on an android build itself, I was wondering if I’m using the correct settings.
At the moment, I have two platforms, desktop and mobile which I’m using for RiftS and Quest respectively. Currently, the settings are the same for both (see picture) and I’m wondering, should I make this distinction at all?
Should I use the same set of banks for both the desktop (Rift) and mobile (Quest) builds? If I should use separate banks, documentation recommends using the codec FADPCM for android but Vorbis for desktop. Would you say this also applies to the Oculus devices too? Also, should I use 48Khz?
Does anyone know which would generally be the best settings for these Oculus devices.