Audio in The World Beyond uses the Oculus AudioManager and Oculus Spatializer. Understand it deeply from our documentation here. The mixer for the project exists at Assets/TheWorldBeyond/Audio/WorldBeyondAudioMixer.mixer.
- Use simple raycasting for occlusion. For instance, if a sound is in the virtual world behind your Passthrough wall. See
SoundEntry_Manager.HandleObstructed(). - The system mutes environment audio when all Passthrough walls are closed. Audio increases as you open each wall. When a wall status changes, the system adjusts the audio in
AudioManager.SetRoomOpenness().