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Audio Facebook Audio 360 (Spatial Audio) not working on iOS

Discussion in 'Audio & Video' started by warpvr, Jul 4, 2018.

  1. warpvr

    warpvr

    Joined:
    Dec 17, 2014
    Posts:
    14
    I am trying to make the "Audio360_SDK_1.5.0" work on both Android and iOS. I am playing a .tbe file for the 360 audio. On Android it works like a charm. On iOS the 360 audio does work however when moving the camera the direction where the audio comes from is not changing.

    I am using Unity 2017.4.2f2 and have the latest OS on iOS 11.4 .

    Is there a fix for this or is this something Unity should fix
     
  2. warpvr

    warpvr

    Joined:
    Dec 17, 2014
    Posts:
    14
    Update

    Unity has responded with the following:

    [B]Derek[/B] (Unity Technologies)

    Jul 16, 11:17 UTC

    Hello Adriaan.

    Thanks for getting back to me with that information.

    I approached the technical team regarding this and they have informed me that this is something that Facebook will have to look into and to contact that. I hope it works out okay for you. Please let me know if you have any follow up questions.

    Kind Regards,
    Derek
    Customer Services Engineer


    I guess we are going to play the pointing game regarding this issue. I will contact Facebook and hope they are not going to say that Unity has to solve this... :)

    Great by the way to communicate with myself in this thread, next thing is that I will start having a phone call with myself and or talking to myself on the street. Also shows how little people are using 360 audio at the moment on iOS ;)
     
  3. kevinpttrns

    kevinpttrns

    Joined:
    Sep 5, 2017
    Posts:
    7
    Hi Rijkens,

    We have the same problem. No matter if we use .wav or .tbe files, spatialization works but the camera orientation has no effect. Hopefully we can have a solution before long.