TBE file (audio360) is working correctly on Unity, but not on builded Android App? Any idea?
I'm actually working on an Android VR App (360 video for Gear VR). And I try to use .tbe audio file for spatial audio (synchronized with a video playing on a sphere using EasyMovieTexture).
Everything works perfectly on unity, running on my MacBook Pro, when I push on the play button. But, after building the Android App, installing and running it... silence. The TBE audio is quiet.
I tried the demo that comes with the SDK and I have the same problem.
I have no error on the console.
Any idea?
Thank's for help!
I use the :
Audio360 Rendering SDK 1.3.0.
Unity 2017.2.0b11 (beta)
MacOs X Sierra
Answer by unity_dGaKi-F8gLqUAg · Oct 18, 2017 at 06:07 PM
I have similar issues. The only phone it works on is running Android 7.0. On my 6.0, it just crashes. On 5.0, it does not play. On 5.0, I tracked the problem down to it not being able to load the tbes from streaming assets (Even though VideoPlayer can load videos just fine from the same location). It is pretty beta level software at the moment it seems.
One other bug, their unity seekToMs does not work. Just use external timing, or as a hack, set external timing. Then set the desired time. Then set back to external. Then call seek.
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