This was a complicated chapter. We have covered one of the most ignored features of any app, especially HoloLens apps: sounds. We examined the usage and importance of spatial sound. We have seen that the helper library SharpDX does not offer spatial sound, but we discussed a library written in C++ that helps us achieve our goal in DirectX anyway. Along with that, we talked about implementing spatial sound in Unity3D. We dived into the requirements needed to achieve spatial sound, such as limiting the sample rate to 48,000 hertz. Lastly, we discussed some things we need to keep in mind when using spatial sound.
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