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What are the differences between Unity's fmod implementation, and the fmod SDK?
Greetings, These questions have been sent to Unity, but just to be sure, I have pasted them here as well.
We are currently trying to implement an alternative to fmod and test properties such as localization time and precision. The reason this is relevant, is that the alternative utilizes HRTFs for enhanced 3D audio precision. According to fmod, their software should have an HRTF functionality, but such does not appear to be an option in the implementation in Unity.
1: What are the differences between the Unity implementation of fmod, and the avaliable fmod SDK?
2: In terms of HRTF-components (if any), which are taking into consideration when panning in unity? (In terms of IID (Interaural Intensity Difference) and ITD (Interaural Time Difference))
Furthermore, we have had little luck in trying to decipher fmod's general structure, so link to any documentation would be nice.