I’m using FMOD sound engine on Unity.
However, the release note for Unity 4.6.1 p4 says it enabled audio low latency for GearVR,
and I checked it with Unity audio framework.
But when I use FMOD the latency is still too long…
My question is whether Unity added GearVR-specific modifications
so common ways to use Android fast mixer (to achieve low latency) do not work.
Should I wait FMOD guys to fix it?
What do you mean by "But when I use FMOD"? FMOD is used as audio middleware in Unity, and these changes have been added to FMOD used by Unity. What is your project? Setup? How do you measure latency?
– Yury-HabetsYury Habets : I think FMOD doesn't use Unity audio framework.. FMOD Unity integration has its own 3D audio framework and the layer below FMOD should be Android audio library, not Unity audio framework. So, the modifications on Unity 4.6.1 p4 could not affect to FMOD Unity integration... I think. Is it wrong? If it is, correct me. Sounds played by user interactions and the latency is so long that anyone can hear. Project settings are not important because I used same project settings, except for audio engine.
– kteemUnity uses FMOD as "the layer below". > Project settings are not important > because I used same project settings, > except for audio engine. What do you mean? What are the settings "for audio engine"?
– Yury-Habets> Unity uses FMOD as "the layer below". That's what I mean. So the changes on Unity 4.6.1 p4 will not affect the behaviour of "FMOD layer", at least on audio-related part. Right? > What do you mean? What are the settings "for audio engine"? Sorry, it's a wrong expression. What I mean is that I used same project but just replaced audio engine - Unity audio engine and FMOD engine. There's no project setting for audio engine.
– kteemThe changes in 4.6.1p4 affect both Unity and FMOD. I understand you "replaced the audio engine" by just building your project in Unity 4.6.1p4, is that correct?
– Yury-Habets