We started off using gvr 1.1 and Unity 5.5… after discovering the bug discussed in the other post we went back to 5.4.2 and gvr 1.0.
The sound fields are still not behaving properly- we are using externally generated ambisonic files; the game object with the attached soundfield prefab has the same coordinates as the camera (it’s not camera’s child). We only want to rotate the camera without changing its position.
Audio does not react as it should- it feels that the axes are inverted; we tried to rotate it but it’s very hard to get it right (we are looking positions and rotations in the other software too to make sure that they match the unity’s coordinates). has anyone had a similar issue? where do you place your soundfields? are they working fine?
Soundfields use the rotation information of the camera (where the listener is) and the game object that it’s attached to, so none of the position coordinates should affect the output. You can think of this as analogous to a skybox in your scene.
Could you verify that the ambisonic recording that you’re using is in ACN/SN3D (as in YouTube) format? If so, you should be hearing the output rotated proportionally via the game object rotation, and inversely via the camera rotation.
Oh also, please note that, the sound panning issue in Unity got fixed in 5.4.3, so that is most likely why you’re experiencing this issue in Unity 5.4.2. FYI, from the 5.4.3 release notes:
Audio: Fixed a panning issue with spatialized sounds.