The Audio Propagation feature of the Oculus Audio Spatializer provides real-time reverb and occlusion simulation based on game geometry. Its goal is to provide accurate audio propagation through a scene with minimal set up. You simply tag the scene meshes that you want included in the simulation and select the acoustic material for each mesh.
The audio propagation system models both indoor or outdoor spaces. It can also model asymmetrical spaces, which sets it apart from conventional reverb solutions. This means that when the listener moves between indoor and outdoor spaces, the audio transition is graceful without additional portals or multiple reverb setup.
Learn more about audio propagation simulation in the Facebook Reality Labs blog post.
To use audio propagation, you must have the Oculus Audio Spatializer for Unity, version 1.34 or later, installed. For more information about how to setup the Oculus spatializer, see Requirements and Setup
The audio propagation feature includes two new scripts:
To add propagation:
Prerequisites:
Then:
The ONSP Propagation Geometry has the following settings:
The following image shows an example.

Note: Children are included with the parent, which means if you move/rotate/scale a child object at run-time, the changes to the child will not be captured. If you need a child to be able to move independently to the parent (for example a door) then add a ONSP Propagation Geometry component to that child to enable it to move/rotate/scale independently of its parent.
The following image shows an example.

Audio propagation generates reverb from game geometry, so to make adjustments, you need to adjust the geometry or materials. The propagation system doesn’t expose parameters like decay time, or low frequency roll-off.
In addition, the audio propagation system models occlusion with a simple line-of-sight calculation, and does not model diffraction. That means that the transition from audible to obstructed can be abrupt and may require some adjustments. Use the following guidelines to adjust the results: