Comments (3)
from resonance-audio-web-sdk.
Awesome thank you for clearing that up. One more minor question, when calling setListenerPosition(), does this effectively place the listener's ears at the location specified, or set the bottom of the head (with some specified height) to a location. This would mean I would need to account for this height. I am 90% sure the ears are placed at this level, but just want to confirm.
from resonance-audio-web-sdk.
Hello, to add something to this question.
How does sound source spread work in the webaudio version of Resonance? I see docs for it for Unity and Unreal but nothing for the web, is this not supported?
I just want to this source.sourceWidth=2 and have a sound that is spread by 2 meters instead of the default...
Thank you!
from resonance-audio-web-sdk.
Related Issues (20)
- Directivity patterns, occlusion and reflections
- setRoomProperties throws an error HOT 11
- require Omnitone without relative paths HOT 1
- PannerNode vs TresureHunt
- Severe bug in ResonanceAudio.setRoomProperties() HOT 1
- Not working on Chrome HOT 5
- Typescript definitions
- Spatial audio doesn't work in iOS12.01 safari HOT 4
- Reverb is always mono on any browser HOT 4
- module loading HOT 7
- Confirming exactly what the "ambisonicOutput" is HOT 6
- Web SDK Documentation title indicates Unity
- How to download ambisonics file HOT 4
- Smooth transition when using sliders to set params HOT 3
- L R reverse HOT 3
- ssoruce spread not working on the web version
- Only Left speaker HOT 1
- CPU benchmark utility hangs HOT 2
- audioContext.createMediaStreamSource instead of audioContext.createMediaElementSource? HOT 1
- Audio stuttering/popping with Three.js and First Person camera
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