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Phonon reverb can get cut off #404

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mcclure opened this issue Apr 8, 2021 · 1 comment
Open

Phonon reverb can get cut off #404

mcclure opened this issue Apr 8, 2021 · 1 comment
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@mcclure
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mcclure commented Apr 8, 2021

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:

  • 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
@bjornbytes bjornbytes added the bug uh oh label Apr 12, 2021
@bjornbytes bjornbytes changed the title Phonon test: No tails, reverb on nonspatial sounds Phonon reverb can get cut off Apr 12, 2021
@bjornbytes
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Current status: "I know how to fix this but ugh I have to write a linked list"

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