3d Spatialization
This might be a Unity bug,
When trying to use Spatial Blend set to 1 (3D) on the AudioSource , everything still sounds as if it was not. changing the Stereo panning and spread does nothing either. Does Sequencer.cs or OnAudioFilter read "Flatten" the signal ? or is this a Unity bug on 5.4.*?
Thank you!
As an extra note, it does dim the volume based on distance, but does nothing to spatialise each stereo channel as the normal Audio Source behaviour.
@oddgoo
Unity-Audio-Sequencer does not support 3D Spatialization. It works by directly playing audio clips through the Audio Buffer to prevent delays and keep constant bpm. The feature might possibly be implemented. But I'm a little busy with my other projects lately.
Bu I would be happy accept a pull-request if you would take the time to contribute!
Thank you for your answer! I will give it a try.
Good news! Since Unity opened the native plugin audio platform (for VR) allowing 3rd party audio reespatialization, sound occlusion , etc... Audio Sequencer can work with spatial audio and other good features. I just tried with the Resonance Audio SDK from google. Its awesome, has a low impact in performance since is made for mobile VR, but also works for desktop and for no VR apps.
Enjoy!!
That's fantastic! I will give it a go soon.