Third Party Audio
By default, the Beam Streaming Manager will try to place a Unity Audio listener and Unity Microphone listener into your scene at run time. However, if you are using a third party audio solution such as Wwise or FMOD, you will need to make a few minor adjustments to your Beam structure.
All of the third party audio solutions require the usage of Scripting Define Symbols
to enable, they will not activate unless you enable the correct symbol.
Please note that if you disable Unity Audio, microphone capture will not work. A better microphone solution will be added in a future release that will alleviate these issues.
Wwise Setup
This assumes that you have already installed Wwise into your project and have followed the Streaming Package Setup process.
- Navigate to your
Project Settings > Player > Other Settings > Scripting Define Symbols
- Insert a new
Scripting Define Symbol
ofBEAM_WWISE
and wait for Unity to recompile - Navigate to your
BeamXR-Streaming
prefab - Add a new object as a child of it
- Add the
Beam Wwise Listener
component to the object
- All done! The
Beam Streaming Manager
will automatically find the audio listener when your application starts.
You can freely adjust the audio buffer as needed for your application. Increasing the buffer will reduce pops and clicks but may introduce extra latency at larger buffer sizes. If you are intending to run your application at a lower frame rate, then you should increase the buffer size.
FMOD Setup
This assumes that you have already installed FMOD into your project and have followed the Streaming Package Setup process.
- Navigate to your
Project Settings > Player > Other Settings > Scripting Define Symbols
- Insert a new
Scripting Define Symbol
ofBEAM_FMOD
and wait for Unity to recompile - Navigate to your
BeamXR-Streaming
prefab - Add a new object as a child of it
- Add the
Beam FMOD Listener
component to the object
- All done! The
Beam Streaming Manager
will automatically find the audio listener when your application starts.