![]() ![]() (We don't just want to send the overall audio output just to the subpac or buttkicker because then you get things like the character voices rumbling the pack, which is distracting). While this works, its very inconvenient and not suitable for daily use. I am able to do using Audio Hijack with my microphone as input, adding the filters and sending a new virtual audio device created using Loopback. It's a feature that could help differentiate the Rift. I am looking for a way to apply filters (AU/VST plugins) to my microphone before using it for video conferencing. And this was something that was pretty difficult to do before, because it relied on hacking surround sound output or digging into private windows apis. It would allow developers to easily activate special effects like the subpac or our vibrating floor, while still using the convenient rift headphones. I have reported this to the vendors of those plugins (if there is relevant documentation I can point them to, it would help - this does not seem to be very enlightening: ).Īnyway, in the future I think it would be awesome if we had an explicit way to easily choose whether to play an audio clip through the Rift or through the standard motherboard soundcard path (since this is already accidentally working). ![]() It plays out of my standard motherboard headphone jack. The audio that doesn't send properly to the Rift headphones is usually playing through some separate channel from the Game Engine, like the AVPro video plugin on Unity or the Two Big Ears renderer in Unreal. I've been working on updating my experiences for the CV1, so far I've run into the same problem in different ways on every one of them: some of my audio will get hijacked properly and some won't. ![]()
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