I’m evaluating two good spatialization plugins for FMOD using Unity Integration: Oculus Spatialize and Two Big Ears’ 3Dception.
I’ve a common problem with both regarding 3D placement (x,y,z) of the sound sources.
It looks like every sound source I put in the Unity scene is placed at [0,0,0]
THIS IS WHAT I DID - Unity5 on OSX 10.11
(two different test with Oculus and 3Dception )
- successfully installed the 3rd party spatialization plugin runtime over FMOD Unity integration 2.0 following the specific documentation
- create a 3D sound event within FMOD Editor (v1.08) by replacing the standard FMOD 3D Panner with the 3rd party plugin
- Inside Unity I added an FMOD Studio Event Emitter on a Gameobject that plays on Level Start
THIS IS WHAT I GET
(same behaviour with both plugins)
- the sound source is placed at 0,0,0 (these spatialization plugins are very effective, so listening thru headphones you can tell exactly where the sound is coming from)
- The Fmod event emitter script summarize the sound property as “2D Sound”, maybe because there’s no standard 3D panner on it. I suspect this is the reason why the sound location has not been updated. In addition, no propagation zone (min/max distance) is displayed inside editor.
Since this buggy behaviour is the same for both plugins I suppose the problem is from FMOD Unity Integration side
Maybe some “Force 3D” flag for 3rd party 3D panner has to be added?
Or am I doing something wrong?
Please let me know
Audio Director and Music Producer