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The amount of possible audio objects depend on the performance of your device/computer and the kind of Reverb Preset you select. Huge room presets like “cathedral” need more processing power than smaller ones like “ambience small”.
The Performance Mode bypasses processing of spatialized audio sources if they are in idle state. Usually all audio sources with the Spatialize checkbox enabled will be processed by Unity, no matter if they are playing or not. To use the Performance Mode, you have to control your audio sources via scripts and use dearVRplay(), DearVRPlayOneShot (AudioClip) or DearVRPlayOnAwake flag.
Yes.You find further infos & support in the dearVR unity user forum.
Audio dropouts are a typical result of performance issues. Please check your DSP load in Stats Window. Reduce performance load by using Reverb Sends and Performance Mode.
Check if you have further (not playing) audio sources in your scene. Use the Performance Mode for each audio source.
Check settings for distance attenuation. Using the unity distance attenuation, the Reverb Zone graph is responsible for the Reverb Level over distance (for details see manual).
Xcode Bitcode option is not supported yet. You have to disable Bitcode in the Xcode Build Settings / Build Options.
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