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PositionalAudio breaks in webxr when moving the user #22884
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Can you please describe in more detail what "breaks" means? According to your expected behavior, I assume the positional audio just keeps its transformation in 3D space. Or do you experience some sort of the audio stutter or cracks? |
"Breaks" in this case means "goes weird", "glitches out", "crackles", "distorts"... Sorry! |
Can you please apply #22362 to your app and see if it solves the issue? |
we have the same problem with newer webxrManger , using webxrManger from r129 in three r134 works |
oh i see r129 use the decompose https://github.com/mrdoob/three.js/blob/r129/src/renderers/webxr/WebXRManager.js#L385 |
can confirm apply #22362 to r135 fixed it |
I don't know what I'm doing wrong but it's still glitching (crackling) for me when I move the container even with r135 + #22362... |
On my oculus quest 2, also got that crackled sound problem introduced in Threejs 0.130 and still present in 0.136 (and all versions between). Everything is fine on 0.129 |
Adding THREE.PositionalAudio to a mesh inside a group (Object3D or Group) alongside the user (camera) works as expected, but if the group is then moved the audio breaks.
To Reproduce
Steps to reproduce the behavior:
Code
Live example
(for some reason the fiddle doesn't show the VRButton button. I don't use jsfiddle much sorry...)
https://jsfiddle.net/mayamoss/zgj5cvpk/90/
Expected behavior
Audio follows the user in local(sic) space.
Platform:
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