- Fixed issue #23 where a fatal error would be raised if a game object doesn't have an assigned mesh.
- Fixed issue #24 where
ResonanceAudioBuildProcessor
gave a compiler error in Unity 2018.1.
- Major refactor and cleanup in room effects scripts.
- Added advanced near-field effect for sound sources less than 1 meter from the listener. Introduced
ResonanceAudioSource.nearFieldEffectEnabled
andResonanceAudioSource.nearFieldEffectGain
parameters to simulate the effect of sound sources being very close to the listener's ears. Note that this effect could result in up to ~9x gain boost on the source input. Therefore, it is advised to set smaller gain values or reduce the input gain for louder sound sources to avoid clipping of the output signal. - Added
ResonanceAudioSource.occlusionIntensity
parameter to adjust the intensity of the occlusion effect.
- Significant CPU performance improvement for reverb times more than 0.6 seconds (thanks to a new spectral reverb implementation under the hood). Also, delivers a slightly brighter sounding reverb.
- Increased
ResonanceAudio.maxReverbTime
to 10 seconds for theResonanceAudioRoom.reverbTime
andResonanceAudioReverbProbe.reverbTime
modifiers. - Material maps are stored as assets and are modified in the Inspector Window instead of the
Reverb Baking
window. Multiple maps per project are allowed, and the Reverb Baking Window selects one to be used in reverb computation. If you are updating the SDK from an older version, please make sure to remove theResonanceAudio
folder from the project assets before importing the new SDK to avoid potential asset conflicts. - Improved the reverb gain adjustment parameter in
ResonanceAudioRoom
andResonanceAudioReverbProbe
to avoid noticeable delays with larger gain changes.
- Addressed issue #16 where the
Reverb Baking
window would constantly lock up the editor in a project with a lot of materials. Note that there may still be a significant performance overhead if theVisualize Mode
is enabled while making changes in the scene hierarchy, such as transform changes of a game object. - Fixed issue #11 where updating SDK would override material mappings.
- Fixed issue #13 where the list of 'ResonanceAudioReverbProbe' was not scrollable in Reverb Baking Window.
- Fixed a bug where the ResonanceAudioAcousticMesh class would give an error when the scene contains non-triangular meshes (e.g. points and lines). Now non-triangular meshes will be skipped.
- Fixed a bug in stereo deinterleaving input buffer conversion that could lead to a crash.
- Added multi-object editing support to
ResonanceAudioReverbProbe
.
- The reverb brightness and time modifiers in
ResonanceAudioRoom
adjust the room effects more accurately now for long reverb tails. - Improved reverb baking precision.
- Fixed issue #7 where the
GvrAudio*
components would cause a crash in the Unity Editor when the target platform is selected to iOS. - Fixed issue #2 where
ResonanceAudioRoomManager
would cause GC Allocs in each update call. - Fixed issue #1 where the directivity gizmo of the
ResonanceAudioSource
component would introduce a memory leak at run time. - Fixed issue #4 where the enable callback of each
ResonanceAudioSource
component would cause GC Allocs at run time. - Fixed issue #8 where the Unity Editor could occasionally crash when the
ResonanceAudioReverbProbe
component is used in the scene. - Fixed an issue where the
ResonanceAudioListener
would unnecessarily make update calls in Edit Mode. - Fixed a depracation warning in
ResonanceAudioReverbBakingWindow
in Unity 2017.2+.
- For projects upgrading from Google VR Audio to Resonance Audio, the SDK will now detect incompatible assets at build time and offer to remove them. See additional upgrade instructions.
This is the initial release of Resonance Audio SDK for Unity, which includes:
- 3D audio spatialization
- Playback and recording of Ambisonic audio files
- Room effects rendering with custom surface materials, using either:
- a real-time room model
- precomputed scene geometry-based model
- Occlusion
- Sound directivity controls
- Source spread controls
- Distance attenuation
- Near-field rendering