Full notes
Full AliveInVR update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Performance
AliveInVR changes
You can now collaborate or spectate with multiplayer sessions!
Social/Multiplayer
Choose Social in the menu. Make sure you route audio through the AliveInVR ASIO driver in Ableton. See tutorial
Hosting a Session gets your audio and Ableton Session control shared to all players.
Finding and joining a Session lets you collaborate or spectate on someone else's Session ( whoever hosted the multiplayer session)
Voice chat in VR with full avatar control
Voice waveforms appear above the head of each player
Mute or hide other players, this only affects your view of the player
A high quality audio feed is used to send music to all players. Lower quality is used for voice chat.
The owner of the session can change the scene/time of day and this will apply to all players.
Non realtime controls such as triggering clips and scenes or editing the step sequencer can be controlled by anyone. Realtime controls such as drumracks and instruments work for the host of the session only. A latency will occur if clients (non-hosts) trigger drums or instruments.
When in a multiplayer Session, go back to the Social menu and you can send invites to friends on Steam.
Spatial mixing
Turn on Spatial Audio in the Audio/MIDI menu.
Make sure you route audio through the AliveInVR ASIO driver in Ableton. See tutorial
Each clip playing will generate audio spatially based on it's position
Waveforms are displayed when clips are playing
Three waveform types can be chosen in settings (or turn off waveforms)
When playing instruments or drum racks, the waveform for the entire track will be displayed in the triggered block and be spatialised from the triggered block.
If all channels are mono in the Ableton Session, full spatialisation is applied (binaural). If channels are stereo in Ableton, panning and proximity is applied.
Waveforms are not sent to client players in multiplayer due to bandwidth limitations.
Features and fixes
New tabbed menu system
In game mirror/camera preview is now optional in the menu
Much better GPU performance when in game cameras and mirrors turned off +100%
Improved avatar animation and control
2 New Avatars
New foggy scifi scene - stand behind the blocks to see shadowed fog effects
Run without VR if no headset is connected. This is experimental and has no interaction with blocks but you can spectate a session. Hit Esc to get to the menu system. Use WASD controls to navigate.
Added help
Better bounding on the indoors scene, you can no longer teleport outside
When the camera is turned off a single eye view is shown on the desktop mirror. When the camera is on, a smoothed headcam is mirrored on the desktop unless 'show the camera output on the desktop' is enabled in the menu.
Source
Changelog.gg summarizes and formats this update. How we read updates.
