Jump to content

Docbeamz

Verified Members
  • Content Count

    14
  • Joined

  • Last visited

Community Reputation

0 Neutral

About Docbeamz

  • Rank
    Settler

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi Dario, We eliminated the MediaExtrator problem by eliminating OpenSL ES which we used for mp3 decompressing. - It calls MediaExtractor. We now use minimp3 for decompression. Thanks for the help
  2. Hi Dario, Our Engine programmer made some progress last night but we’re still singing the Android blues. He was able to intermittently verify that mediaextractor is referenced somewhere in the engine code. He will isolate the offending code tonight so we just have to hang in there a bit longer. Here’s what he logged: Here is current results: It took some time to run beamz sample app on my Huawei Honor 8 (android build environment was updated since last builds) but looks like I saw creation of MediaExtractor on launching of app. But it is not always creates. In device logs I s
  3. Hi Dario, Well, we're still stalled on this problem. We're experiencing this issue with our Android music engine. The previous programmer observations I mentioned came from our UI team. Our engine team spent a couple hours investigating and weighed in on this. This is what they sent to me today: -------------------- Hi, Doc. Here is my current thoughts: BeamzEngine is not using MediaExtractor. We decoding MP3 in native C++ code by using minimp3 library. minimp3 is provided in source code and it is platform independent, so I don't think that it uses MediaExtractor (at least
  4. Hi Dario, Thanks for the reply. This is from our programmer: no, that's not the issue it's not using assets or raw resources but I suppose they can try loading the files differently Thanks
  5. Hi , Thanks for the fast response. Here's the full error: E/WVMExtractor: Failed to open libwvm.so: dlopen failed: library "libwvm.so" not found. Developer : …………….. "did some digging and found that the issue was with the container format." It involves .mp3 decompression. If they convert the .mp3's into .wav's the problem doesn't show up.
  6. Hi, Our developers have informed us of an issue with the version of Android used by the Focus that has stalled our project. The Vive Focus (Android) is missing a library, libwvm.so, which is used by our software. We're investigating a workaround. Can you explain why this is missing from Focus Android, if it will be added, and any suggestions you would have for fixing this ASAP. Thx Doc
  7. Which audio format is best for 3D audio positioning – Mono or Stereo? Stereo (panning) is a form of audio imaging (between L & R channels) Is there any perceived conflict from using a stereo imaged sound file with 3D sound imaging processes? Thx
  8. Hi Dario, I heard from our programmers today and, although they have not benchmarked yet, they're certain the methods you described will work for streaming audio. There are some small concerns about response latency, but we're confident we can tweak buffer sizes enough to get acceptable latency. If we get into a road block on that, I'll reach out as a new thread. In the meantime, I will set this thread to resolved. Thanks for helping us. Doc Beamz Interactive.
  9. Hi Dario, Our programmers checked out the script reference and they think it will work. However, they're swamped right now and will not be able to test this out for a few days. I'll get back to you with feedback as soon as I hear from them. Thanks Doc
  10. Hi Dario, Sorry for delay. Basically we need a way to play audio from a buffer. We would fill the buffer with data from the audio engine stream, which Unity should then apply the spacial effect to and play back. This would be similar to a buffer queue in OpenSL. Do you know of any way we can do this? Thx Doc
  11. Hi Dario, Thanks for the speedy response. Regarding #1: Using an audio clip as a sound source will not work for our interactive music application (Jam Studio VR). All audio produced is streamed to the UI by our Beamz engine in response to dynamic trigger activity. We examined the audio clip option and it cannot work without substantial architectural changes to our music engine. Here's why. Audio (music) played by our app must be dynamic because it will change according to the current musical environment. As songs are played, our Beamz Interactive Music engine tracks the current m
  12. There appear to be performance issues with the Augmented Reality implementation of the Pro. The frame rate is really bad, the positioning is wrong (everything seems shifted down, and nothing matches up to the real world position, so you couldn't, say, reach out and pick something up), and the cameras are very blurry and grainy. It's possible that some of this is due to unfinished software, so my specific questions are: 1. How do we fix the position offset? Is this due to us having an outdated version of Steam VR or something like that? 2. Please elaborate on the framerate issue
  13. Is there any way to use streaming audio as the source for 3D Spacial Audio? If we want to achieve a more subtle, non-aggressive audio pan/volume experience, would we have the ability to control that? For instance, as opposed to having a "hard" left pan as you turn your head toward the right and away from the audio source, have the pan just "lean" left but remain present throughout the 360º spectrum at a lesser degree? Or a significant volume change by moving only a few feet away from an audio source, can that be controlled to remain more subtle?
×
×
  • Create New...