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Low audio latency with GearVR on Unity 4.6.1 p4 is available on 3rd-party audio engines?
I'm using FMOD sound engine on Unity. However, the release note for Unity 4.6.1 p4 says it enabled audio low latency for GearVR, and I checked it with Unity audio framework. But when I use FMOD the latency is still too long..
My question is whether Unity added GearVR-specific modifications so common ways to use Android fast mixer (to achieve low latency) do not work.
Should I wait FMOD guys to fix it?
What do you mean by "But when I use F$$anonymous$$OD"? F$$anonymous$$OD is used as audio middleware in Unity, and these changes have been added to F$$anonymous$$OD used by Unity.
What is your project? Setup? How do you measure latency?
Yury Habets : I think F$$anonymous$$OD doesn't use Unity audio framework.. F$$anonymous$$OD Unity integration has its own 3D audio framework and the layer below F$$anonymous$$OD should be Android audio library, not Unity audio framework. So, the modifications on Unity 4.6.1 p4 could not affect to F$$anonymous$$OD Unity integration... I think. Is it wrong? If it is, correct me.
Sounds played by user interactions and the latency is so long that anyone can hear. Project settings are not important because I used same project settings, except for audio engine.
Unity uses F$$anonymous$$OD as "the layer below".
Project settings are not important because I used same project settings, except for audio engine.
What do you mean? What are the settings "for audio engine"?
Unity uses F$$anonymous$$OD as "the layer below".
That's what I mean. So the changes on Unity 4.6.1 p4 will not affect the behaviour of "F$$anonymous$$OD layer", at least on audio-related part. Right?
What do you mean? What are the settings "for audio engine"?
Sorry, it's a wrong expression. What I mean is that I used same project but just replaced audio engine - Unity audio engine and F$$anonymous$$OD engine. There's no project setting for audio engine.
The changes in 4.6.1p4 affect both Unity and F$$anonymous$$OD.
I understand you "replaced the audio engine" by just building your project in Unity 4.6.1p4, is that correct?
Answer by wkaj · Jan 28, 2015 at 11:21 AM
If you are using the FMOD Studio integration, then its using their own engine, and the latency is out of our hands.
We have improved the latency of the Unity sound engine, by changing the backend to use the fastpath, but we cannot speak for the guys at FMOD.
Cheers
W
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