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resonance-audio-fmod-sdk's Issues

Occlusion within FMOD plugin is incomplete

Within Unity the Resonance Audio Source provides occlusion from 1 to 10, values above 1 being quite drastic, and takes into account several obstacles accordingly - so that two walls provide more occlusion than one. In FMOD this last function is gone, and if there was a way to activate it a value of 10 (which is max) corresponds at best to a value of 1 within the Unity version of the plugin anyway. So that a second wall, for instance, would probably have no effect. I don't know why the behavior is so different, but it does make a huge difference in the use of occlusion within a game.

No way to interpolate between rooms

I'm using GoogleVR Resonance Audio with FMOD Studio and Unity and trying out room effects.

The effects of room volumes seem to work fine, but the transition when going in or out of a volume is instant and extremely jarring and immersion-breaking. Instantly sounds around you sound completely different when moving your head a fraction to one side or the other.

In Resonance for Unity (not using FMOD) there seems to be a reverb probe concept that supports interpolation, but this is not available for Resonance for FMOD.

Even so, the reverb probe sounds like ti interpolates over time rather than over spatial distance, which can produce weird effects not grounded in space. All I would really need is to be able to specify 2 rooms and an interpolation value between them. Then I could handle all higher level functionality of picking which rooms to use and the interpolation weights myself. But as long as there is no way to specify any interpolation at all, the whole room effects feature is just not viable to use.

ResonaceAudio doesn't work with snapshots

ResonanceAudio plugin seems to work by having any events with a Source plugin output directly to where the Listener plugin sits. In the vast majority of cases, this is on the Master Bus.

So anything in between the Source and the Listener plugins do not apply. This means bus volumes, bus effects, and snapshots that affect buses are not being applied.

My workaround is to set the Listener plugin on an extra sub-group. So at least non-Resonance Sounds work in the mixer.
Any fixes for that? Is the base problem the same as in the Issue #19 of the UnitySDK thread?

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