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Expected:
This test is Break but 1. In a small setGeometry box slightly larger than the play field 2. All sounds are replaced with solid saw waves (no attack no decay tails).
The sounds that play when the puck hits the walls, bricks or paddles are spatial (have all effects enabled). The sounds that play when you lose or when a level is starting are not spatial (no effects).
Play by tilting right handset side to side.
Expected behavior was that there would be spatialization and some nice audible echo on the five notes that play when the puck bounces off walls or game pieces.
Observed:
Spatialization is weak, but maybe it's physically accurate actually so that's okay.
No tails on the echo. You can hear the sounds being reverbed but they cut off hard at the end, you can even hear a bit of a dc offset pop.
The end of level "BRNUH-UH" and "BEEP BEEP BEEP" sounds sound echoey. But they don't have reverb effect applied on them
The text was updated successfully, but these errors were encountered:
Repro:
Built lovr d2a9e23
Ran showcase/Break sample from https://github.com/mcclure/lovr-docs/tree/break-phonon-test
Phonon spatializer Oculus driver+headset
Expected:
This test is Break but 1. In a small setGeometry box slightly larger than the play field 2. All sounds are replaced with solid saw waves (no attack no decay tails).
The sounds that play when the puck hits the walls, bricks or paddles are spatial (have all effects enabled). The sounds that play when you lose or when a level is starting are not spatial (no effects).
Play by tilting right handset side to side.
Expected behavior was that there would be spatialization and some nice audible echo on the five notes that play when the puck bounces off walls or game pieces.
Observed:
The text was updated successfully, but these errors were encountered: