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Professor 3DSound

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  1. Hi albrt, Thank you for your valuable feedback. VIVE 3DSP can perform the 3rd order ambisonic on "spatializer plugin" (including encoder/decoder). However, for ambiX file, the current version of VIVE 3DSP only supports 1st order ambisonic decoder. So if you import 2nd order ambisonic file, it will get the abnormal result. For the long-term solution, we are considering and planning to provide the higher order ambisonic decoder for the application in the feature. And we will also remark the limitation in the official document. Best regards, 3D Sound Group.
  2. Hi albrt, Thank you for your valuable feedback. It is a pity that, after a few days hard work, the error you mentioned could not be reproduced. It would be suggested that you can delete the file CIUtils.cs and then try again. If there is still any problem, please let us know. Cheers. Best regards, 3D Sound Group.
  3. Hi @jbfproductions, Thank you for your feedback. We really appreciate about the information you have provided. We have reproduced this phenomenon and are working really hard to come out the solution. The solution would be built after a few days later. We want to invite you to be the first one, as the user of our solution. Please mail to Prof. 3D Sound, whos mail address is vive3dsp@htc.com We would contact you as soon as the solution has been prepared. Best regards, 3D Sound Group
  4. Hi AmeliaPan, In audio clip, the audio file is extracted and played by Unity, therefore the supported file type is the same as Unity. In the Unity document, the supported audio formats are listed as follows: Supported formats Format Extensions MPEG layer 3 .mp3 Ogg Vorbis .ogg Microsoft Wave .wav Audio Interchange File Format .aiff / .aif Ultimate Soundtracker module .mod Impulse Tracker module .it Scream Tracker module .s3m FastTracker 2 module .xm For further information, you can reference to Unity documentation page: https://docs.unity3d.com/Manual/AudioFiles.html Best regards, Prof. 3D Sound
  5. VIVE 3DSP Audio SDK version 1.2.1 can be downloaded now! https://developer.vive.com/resources/knowledgebase/download-vive-3dsp-audio-sdk/ The online VIVE 3DSP Audio SDK document are also available at: https://hub.vive.com/storage/3dsp/ If there is any questions, please ask in this forum. Best regards, Prof. 3D Sound
  6. Hi Nicholasvegas, VIVE Pro is the specific feature for VIVE Pro headset, which is designed to bring excellent spatial audio experience when you put on the VIVE Pro headset. The generic option is the original 3D sound in VIVE 3DSP, which is designed to fit almost all headsets and headphones. You are encouraged to choose the VIVE Pro option when you create the VIVE Pro specific content. Best regards, Prof. 3D Sound
  7. Hi Lor, It depends. The occlusion effect is for simulating sound decreasing when passing through an obstacle. The frequency dependent mode would simulate sound level changes , with frequency considered. The frequency free mode is simulated only the sound level difference. If the loading is critical in your case, you should choose frequency free mode. In other case you could use frequency dependent mode. Best regards, Prof. 3D Sound
  8. Hi @Gikey, While a Unity scene is playing, it would use only one spatializer plugin. If you want to try 3DSP, there is an easy way to get the 3DSP spatializer effect: install the 3DSP SDK and set the Unity spatializer to 3DSP. The spatializer effect would be changed to 3DSP spatializer. It is the easiest way to experience the spatializer effect of 3DSP, but all other 3DSP effects would not work in this method. It would be the best way that save your scene to a new one, and replace all components to 3DSP. In this way you can experience all the features that 3DSP provides to you. Hope that you would feel good to VIVE 3DSP. Best regards, Prof. 3D Sound
  9. Hi SpaceFx, Definitely VIVE 3DSP unreal plugin would keep supporting new features. It is hard to say when it would support v1.1.0, but we are working on this. Thank you for your patience. Best regards, Prof. 3D Sound
  10. Hi @James Bond, Both VIVE 3DSP point source decay and Unity logarithmic roll-off are based on the sound energy decay model of point source. That is, if the audio is emitted from a perfect point, what its energy would be after transmitted at a few distance away from the original position. If point source decay are chosen, the "minimum decay volume (dB)" slider bar would show up. It is the minimum amount of decreased gain caused by VIVE 3DSP sound decay effect. For example, if you want a ghost appeared really far away, but you still want the user hear him screaming, you could keep its sound by setting a reasonable minimum decay volume value. Hope that answers your question, please feel free to ask if there is any. Best regards, Prof. 3D Sound
  11. Hi Immersive Sound VR, Thank you for your kindly reply. The VIVE 3DSP Audio SDK does not have this feature currently. This is under planning and may be included in VIVE 3DSP in the future. If you have any further questions, please ask here and we would be happy to help you. Best regards, Prof. 3D Sound
  12. Hi Immersive Sound VR, Thank you for your interest. We are glad to hear from you. To clarify your question, would you like to share how you use VIVE 3DSP? What is the scenario in Unity scene that you want to output an ambisonic mix from the 3DSP audio component? You also said that binaural (stereo) mix can be done but doesn't Vive 3DSP output third order ambisonic mix too. Generally, when the VIVE 3DSP is installed, the binaural (stereo) mix would contain the ambisonic output. So would you like to tell us what the binaural (stereo) mix is in your description? May I also ask how do you set the binaural (stereo) mix, as well as the third order ambisonic mix? If you come up with any thing, please feel free to share to us. We would do our best to help you. Best regards, Prof. 3D Sound
  13. Hi PiskeBoBo, This is a very good advice and we are always considering this option. However, there are more excited features which are developed currently, therefore it will be fulfilled in the future. For the temporary solution, you can copy the game object to a new one, and reshape the new game object by tuning its size. The new game object would have the same material settings as the old one. The room effect would coincide to the new room because VIVE 3DSP Room effect could automatically adjust itself by the room size. Hope this solves your problem. Thank you for the advice and please be patient. Best regards, Prof. 3D Sound
  14. Hi @Catherine_, The latest VIVE 3DSP SDK has been released. The VIVE 3DSP Unreal SDK based on 3DSP native library 1.0.0 is also included. You can download from the following link: https://developer.vive.com/resources/knowledgebase/download-vive-3dsp-audio-sdk/ Please try it and feedback if there is any suggestions. Thank you. Prof. 3DSound
  15. Hi @AmeliaPan The listening experience is different from person to person. It is hard to say that, there is one general set that suits for all people. Fortunately, some good presets are possibly found. I would like to suggest you to see the graphic equalizer presets in some commercial equalizer software. Those presets are tuned for professional music producers, so you can try to tune your parametric equalizer to be close to those presets. After that, you could fine tune parameters to get your own presets! In VIVE 3DSP, the parametric equalizer also provides the frequency response graph, so that you could see the tuning result immediately. It would be much easy for your tuning. Hope this helps you. Any questions are welcome to ask in this forum. Best regards, Prof. 3D Sound
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