The Oculus Audio Manager provides sound fx management that is external to Unity scene files. This has audio workflow benefits as well as providing you with the ability to group sound FX events together for greater flexibility.
The Oculus Audio Manager provides greater control over your audio compared to using AudioSource components:
The basic premise is that you create sound effect groups as collections of sound effects that share common parameters. Each sound effect you define is then a sound event that you can play back using the class
To create sound effects groups and events:
In the Inspector window, click + under Sound FX Groups to add a new sound effects group.
Expand Sound Effects and then click Add FX.
Run the Test scene located in Assets/OVRAudioManager/Scenes to try out basic audio manager functionality. Browsing through the OVRAudioManager scene object should give you a basic understanding of the Audio Manager data architecture.
Press 1 and 2 on your keyboard to trigger different sound events. Take a look at the example scene script TestScript.cs to see how we use
public SoundFXRef **soundName** and
**soundName**.PlaySoundAt(**position**) to trigger the sound events.