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Possible to change Spatializer Plugin in runtime from script?

Discussion in 'Audio & Video' started by Egil-Sandfeld, Jan 18, 2016.

  1. Egil-Sandfeld

    Egil-Sandfeld

    Joined:
    Oct 8, 2012
    Posts:
    72
    Most likely, I will need to swap spatializer plugin in runtime, when user clicks a switch button. Is this possible? It is possible in the Editor in Edit -> Project Settings -> Audio -> Spatializer Plugin, but not in runtime. You can change it in the inspector, but the spatialized audio is in reality not changed in Runtime.

    I want to replace or set it to "None" in runtime via a script. It's okay if the audio needs to be reset. A fade down and up of all audio can work. Possible?

    More info on Spatializer Plugin setting: http://docs.unity3d.com/Manual/AudioSpatializerSDK.html
     
  2. tmm88

    tmm88

    Joined:
    Jan 27, 2016
    Posts:
    12
    it's even possible to integrate ambisonics, using libpd. there are many implementations of ambisonics for puredata. you can easily grab one and use it as your main spatializer plugin
     
  3. JHibbins

    JHibbins

    Joined:
    Apr 25, 2014
    Posts:
    9
    I would also like to know how to change the Spatialzer Plugin at runtime with c# to another or None (for performance reasons and testing reasons)
     
  4. Trunksome

    Trunksome

    Joined:
    Jan 28, 2022
    Posts:
    5
    Did anyone figure this one out? I am working on a multiplatform game (VR and mobile), and I can't have the Oculus Spatializer on iOS. Would be nice to switch automatically based on platform.