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Open source release of the Audio Factory VR app, which showcases the technology underlying Resonance Audio SDK (by utilizing the legacy Google VR Spatial Audio SDK)

Home Page: https://resonance-audio.github.io/resonance-audio/discover/overview

License: Other

Mathematica 38.20% C# 56.81% ShaderLab 4.41% HLSL 0.21% Objective-C 0.04% Objective-C++ 0.07% GLSL 0.13% Java 0.12%

audio_factory's Introduction

Open Source Release of Audio Factory

Audio Factory is a Virtual Reality experience that showcases the features and capabilities of the Google VR Spatial Audio SDKs.

Work your way through each factory floor to experience evocative sound design, compelling visuals and fun interactive tasks. Experience how spatial audio contributes to VR immersion.

For more information on how you can add spatial audio to your VR experiences, please see our spatial audio developer pages

Building Instructions:

Audio Factory is a Unity3d Project. To build, open the project in unity 5.6.2f1 (or later), set the the build platform to Android and build an APK.

Copyright (c) 2017 Google Inc. All rights reserved.

audio_factory's People

Contributors

collins8048 avatar jkammerl avatar

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audio_factory's Issues

Does not compile for iOS on Unity - GvrPermissionsRequester missing

I get these errors on build:
Assets/Scripts/Util/RequestPermission.cs(27,25): error CS0246: The type or namespace name `GvrPermissionsRequester' could not be found. Are you missing an assembly reference?

Am I missing something? Is there a library that has to be installed to somewhere before? I only downloaded this repo.

Physics based reverb

Hello

I am trying to compare Resonance audio with Steam audio.
I did the tutorials and read all the manual for resonance and still can't get an answer. I want Resonance to use geometry physics based reverb in an outside world. I used the reverb baking and all that goes with it, and could not get what I expected.
Since it's not inside a room, I only used probes to create the effect. Let me show you
Steam works for this (black arrows = sound reflection)
steamexplain

With resonance, the sound bounces off everywhere and the reverb doesn't occlude even though the audio source does.
Resonance :
df

Here it bounces off my game objects AND the "collider" of the probe. When I exit the collider, the reverb suddenly cuts off.

How can I get a similar result than steam audio that sounds so smooth and realistic?

Thanks

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