Spatial Audio breaks after muting #322
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Hello, i've been running into a issue with the spatial audio. If anyone can help that would be great. I'm not sure if it is a bug or not, or if i need some guidance. I'm following the SpatialAudioNPCDemo, since it's the only example with how to deal with max voice distance. It is dealing it with muting and unmuting the NPCs. Demo thats hosted on the browser works but when i try muting the remote audio with "_rtcEngine.MuteRemoteAudioStream(remoteAgoraId, true)", the positional audio breaks. You could hear the remote players at full volume when reentering the hearing radius. This also happens when the local player mutes themself with "_rtcEngine.MuteLocalAudioStream(true)". My players are networked, are in 3d, and use different functions to mute. These are some differences between my case and the demo. Wondering if im missing something. Is theres way to mute without breaking spatial audio? Is this a bug? Thank you! |
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Replies: 1 comment
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Sorry to say that was a bug. See more discussion here. In short, you can find the fix in branch dev/refactor11. Cheers! |
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Sorry to say that was a bug. See more discussion here. In short, you can find the fix in branch dev/refactor11. Cheers!