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It's cool that you can set an audio mesh, but sometimes I'm too lazy to make a model or a table of vertices. The Oculus spatializer has this thing called a "simple box model" where you can define a width/height/depth of the room, and it will use this for spatialization.
Adding the ability to use a width/height/depth for the geometry instead of a mesh would make it easier to try out audio mesh stuff (can use 3 numbers instead of a triangle mesh), and would allow for first-class support of the oculus box model. Spatializers that don't natively support a box model can always fall back to a triangle mesh generated from the box dimensions.
It's cool that you can set an audio mesh, but sometimes I'm too lazy to make a model or a table of vertices. The Oculus spatializer has this thing called a "simple box model" where you can define a width/height/depth of the room, and it will use this for spatialization.
Adding the ability to use a width/height/depth for the geometry instead of a mesh would make it easier to try out audio mesh stuff (can use 3 numbers instead of a triangle mesh), and would allow for first-class support of the oculus box model. Spatializers that don't natively support a box model can always fall back to a triangle mesh generated from the box dimensions.
Proposed API:
lovr.audio.setGeometry(width, height, depth, material)
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