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Test out resonance audio
- Download resonance audio to unity with a separate project
- Create a random gameobject and add sound to it
- Apply HRTF on top of it
- Build it and run it on a phone
- See if it works :)
Check if FFT library is working correctly in convolution reverb
Add unity native audio SDK
Adding audio sdk and everybody should clone to sync up.
Debug microphone bug
Handle the output signal of convolution reverb --> .wav file instead of .txt
Implement Convolution Reverberation in C# directly in Unity
Create noise sweep UI + functionality
- add noise sweep
- add animation as a feedback of noise sweep
Incorporate Native Audio functions into AR Unity project
Create Rounds
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Make 10 rounds
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Make a button to proceed from one round to another
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Create list of positions for the spheres
Build AR experience on top of Audio Native plugin
Merge all the features we need from the different branches into one
Implement Google Resonance Audio HRTF and Spatial Reverbs
Make spawn of spheres delayed
- if(Time.time - prevTime > delayTime) { prevTime = Time.time; Instantiate sphere in its position: }
- on tap it plays the sound --> gamObject.GetComponent().play();
Unity intro
Create navigation (next) button
- After pressing it, it should lead to the next scenario
Build Unity Native sdk plugin to devices
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Try creating a plugin and incorporating in the build first (for ios and android)
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Build the convolution reverb to a device
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Build hrtf to device
Create intro/setup part
- All the setup screens should be added with proper texts
- Navigation should be added with signifiers, and buttons
Add proper navigation and 10 scenes
- Signifiers/numbers should note how far is the user (some feedback)
- Create Vector3 (transform.position) array with new positions of spheres
- On the next scene the sound and position should be randomised
Create spheres with sound
- Create two pulsating spheres with different colours
- Randomise their positions in 3D space
Bake Google Resonance Audio Reverb into application
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