We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.
On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.
So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.
Holograms 220 Tutorial - Immersion: How do audio files get paired with source and mixer
After building, running and walking the scripts including the HoloToolkit Spatial Sound classes, I can hook how it works together in my mind except for one bit of magic that escapes my understanding: When in the SpatialMusic mode, how have the samples from Assets/Audio/Music found their way into a UAudioClip and how did the clip's output get routed to the correct mixer channel? The game objects' SurroundEmitters' refer to AudioSources that have a null AudioClip and Output, so that's not it. I've see code in other projects that load clips directly within C# scripts, but I see nothing like that here. How do the preloaded "Vocals" samples become part of the "Vox" emitter? When switching to SpatialMusic, how have the clips' content been routed to that submix if not in code or spec (or a spec I can find, at least...)? Please enlighten!