Spatial audio support in mixed reality apps

Hi I was wondering if proper spatial audio support is available in unbounded mixed reality experiences (I don’t care about the audio ray tracing and apples most specialized features)

Hi @logon_13

What specifically do you mean by “proper”?

Unity’s spatial audio support in unbounded mixed reality is basically identical to the audio support we provide for other VR titles - which is to say it’s built on top of Unity’s audio stack, including all the features that implies (listener position, effects, attenuation, mixer integration, etc.). But conversely, this means we do not support RealityKit-specific audio capabilities on visionOS, such as reverb attenuated by the physical configuration of your real-world room.

Does this answer your question?
–Tim

Awesome I will try do some adjustments to my app today. At the moment it is a bounded experience and all my audio only sounds 2d despite setting the audio sources to have a value of 1 in the spatial blend.