As the title suggests, I’ve encountered a significant issue. I’ve scoured the forums for relevant information and found a crucial post:
The post was using C++, while I’m utilizing C#. However, the objective was the same as mine. I’m unsure where my problem lies; here is the code:
namespace VRaudio
{
public enum MaterialName
{
kTransparent = 0,
kAcousticCeilingTiles,
kBrickBare,
kBrickPainted,
kConcreteBlockCoarse,
kConcreteBlockPainted,
kCurtainHeavy,
kFiberGlassInsulation,
kGlassThin,
kGlassThick,
kGrass,
kLinoleumOnConcrete,
kMarble,
kMetal,
kParquetOnConcrete,
kPlasterRough,
kPlasterSmooth,
kPlywoodPanel,
kPolishedConcreteOrTile,
kSheetrock,
kWaterOrIceSurface,
kWoodCeiling,
kWoodPanel,
kUniform,
kNumMaterialNames
};
[StructLayout(LayoutKind.Sequential)]
public struct RoomProperties
{
public float[] Position;
public float[] Rotation;
public float[] Dimensions;
public MaterialName[] Material_Names;
public float Reflection_Scalar;
public float Reverb_Gain;
public float Reverb_Time;
public float Reverb_Brightness;
}
}
Below is the code for creating the structure and setting it to the Resonance Audio Listener parameters:
VRaudio.RoomProperties Room = new RoomProperties();
Room.Position = new float[3] { 0, 0, 0 };
Room.Rotation = new float[4] { 0, 0, 0, 1 };
Room.Dimensions = new float[3] { 100, 100, 100 };
Room.Material_Names = new MaterialName[6] { MaterialName.kMetal, MaterialName.kMetal, MaterialName.kMetal, MaterialName.kMetal, MaterialName.kMetal, MaterialName.kMetal };
Room.Reflection_Scalar = 1;
Room.Reverb_Gain = 1;
Room.Reverb_Time = 1;
Room.Reverb_Brightness = 0;
var data = StructToBytes(Room);
FR(dsp.setParameterData(1, data));
I’ve checked the return values, there are no issues, and there’s no crashing, but no room reverb effect is present. I have already used the Resonance Audio Source; loading sounds presents no problems.
The StructToBytes
function is also working fine. I can’t understand what could be causing this lack of change. I hope you can help me!
I genuinely appreciate any assistance!