Resonance ambisonics is quieter in builds than in editor

We are using Google Resonance for playing back ambisonics files in VR on Meta Quest. They sound fine in Unity, but when we listen in builds the ambiences are significantly softer. On the ambience I am testing it is around -34.5 LUFS in editor and -42.5 LUFS on builds. Any idea what could be causing this?

It sounds like the ambisonics file spatializes correctly in builds, it is just too soft.

Thank you!

We recently updated from 2.02.22 to 2.02.27 to improve editor performance, but only updated FMOD Studio and not the Unity integration. But as far as I understand that shouldn’t cause any issues with incremental updates

We would REALLY appreciate if someone from the FMOD team could chime in on this one, since it is a massive issue for our project and we’re kind of ashamed we did not spot it earlier, which also makes us unsure how long this has been an issue

Wondering if this could be related to AAudio vs OpenSL. Found some posts where people were having issues with audio levels with AAudio, but it isn’t something I am familiar with at all

So, it seems like changing from AAudio to OpenSL fixed the issue, but now I am worried that this older API has other drawback. Can anyone chime in about that?

Hi,

Thank you for sharing the solution, and sorry for the late response.

Unfortunately, I was not able to reproduce the issue on my end (Unity 2022.3.23, Meta XR All-in-One SDK 74.03, running on Quest 3).

Could I please grab more info:

  1. Are you using Quest 2 or Quest 3?
  2. Which game engine and meta sdk you are using?

Would it be possible to upload a minimal reproduction project to your FMOD profile so I can take a closer look?