I’m transitioning an existing project to use the new Google VR spatialisation plugin. Prior to now, we’ve ducked gameplay sounds and music when dialogue plays by sidechaining from a “Dialogue” group, connected to compressors on “Gameplay” and “Music” groups.
Has anyone had success with a workaround for treating sounds as groups in GVR? I got as far as this: I can do a pre-panner send of all dialogue to a ‘signal analysis’ group which contains a sidechain—but is itself inside a muted group so no extra sound is output. However, that still leaves the question of how to duck gameplay sounds based on the sidechain signal. Even if I were to put compressor effects on every single gameplay event (yuck), I’m not able to connect those to the sidechain on the dialogue analysis group.
I’m stumped! Any advice would be most appreciated.
Thanks for the reply Joseph. Yikes, that’s a bummer. It sounds like we’ll have to give up a lot of control of the overall mix in order to use GVR, at least in its current form. Does GVR do it this way because of a fundamental limitation of how FMOD’s mixer works? Is there an alternative mechanism GVR could theoretically use to implement spatialization in a group-friendly manner?
Failing that, since the GVR listener operates like a transceiver, could it use numerical channels, as transceivers do? That way you could safely have multiple GVR listeners. Or even better, what if GVR listeners only listened for events within their own mixer group?