unity-game-enginegoogle-cardboardgoogle-vrgoogle-vr-sdk

Google-VR SDK: Unity gvraudiolistener script and world scale


I'm working on a frogger google cardboard vr game where I have a river and the river plays a "waves" audio clip. Once I scale my game world up 100x, the clip is faint. I can hear the sound play but in a very small radius. Even If I turn the Global Gain (db) in my gvraudiolistener script all the way up, I can only hear the waves play in a very small radius. I increased Volume Rollof: Min Distance to 1000 and Max Distance to 50000, and max out Gain (db) in my gvraudiosource script but the small radius is still an issue. How do I go about accounting for my world scale change with my gvraudiolistener script?

In the tutorial I'm following, the sound issue was maxing out a World Scale property. world scale property pic However, it would appear the latest sdk does not have this world scale property anymore Anyone know how I may get my sound working correctly to account for world upscaling?

example

vs

my listener

Update** World Scale property was removed between v0.6 and v1.0 of Google Cardboard SDK update. How do I go about achieving the same effect?


Solution

  • I have an official answer from the gvr sdk team

    Hi, we removed the world scale parameter to be able to integrate Unity's internal distance attenuation calculation into our Unity plugin. To fix this, you'll need to rescale your environment to match 1 unit = 1 meter.