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Professor 3DSound

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  1. Hi @Nicholasvegas Currently the VIVE 3DSP audio SDK does not have sound examples as you mentioned. There are some packages in the Unity asset store. Maybe you could try first. If you have further questions when using VIVE 3DSP audio SDK, please ask on the forum again. Thank you. Best regards, Prof. 3D Sound
  2. Hi @Using namespace In 3DSP audio source, there is a function called export audio file. It allows you to save the output of Unity audio source, processed with gain, graphic equalizer and parametric equalizer in 3DSP audio source. You can tune the listening experience in Unity, and do the other processing in your favorite tools. The other function called record audio files, which is in 3DSP audio listener, save what the audio listener would hear into an audio file. If you play each audio source at a time, you can record the final output, processed with all 3DSP audio effects, into a file. After that, you can do your work at your favorite tools. It is really good to hear your feedback. You are always welcome if you have further questions. Best regards, Prof. 3D Sound
  3. Hi P4688, This is a very good question. If the user is in the overlapped region of several rooms, the room with minimal volume would be chosen as the current room that the user is stayed inside. This is calculated in real-time therefore it would be updated automatically, when the user walks around. If there is any problem in your designing progress, please post in the forum and we would like to help you. Best regards, Prof. 3D Sound
  4. Hi James, You are right. For using VIVE 3DSP audio source, it does not require audio mixer to generate spatial audio. We don't design the VIVE 3DSP specific audio mixer for audio source. It would not gain any benefit for VIVE 3DSP audio source if you set the audio mixer. The VIVE 3DsP audio source is designed without audio mixer because it is easier for developers to set spatializer effect. No additional step is needed except selecting VIVE 3DSP audio source in the same object with unity audio source. It would make your work easier and prevent any surprises if you forget to select the audio mixer. Hope that you would be happy with VIVE 3DSP SDK. Thank you. Best regards, Prof. 3D Sound
  5. Hi PiskeBoBo, As the document described, the room effect is dominated by two effects: early reflection and late reverberation. Both are influenced by the room size, room shape, and the material of walls of the room. If the room is able to be defined properly, the options of material of walls and the parameters for adjusting the output of early reflection and late reverberation should be provided. They are independent factors but all would influence the room effect. As described in the VIVE 3DSP document, the reflection level sets the volume level of the reflection. It is applied on all resulting signals of the reflection effect; The reflection rate is the parameter of sound reflection ability of the wall. It is applied on only the specific reflection of the specific wall. Hope that this explanation answers your questions. If not, feel free to ask any questions you have. Best regards, Prof. 3D Sound
  6. Hi Catherine, @Catherine_, it is glad to hear from you. The upcoming VIVE 3DSP Unreal SDK is working on by our Unreal expert. It would be made better and better, until the functionality and usability are achieved our standard. You could build your unity prototype first, with VIVE 3DSP Unity SDK. Until the VIVE 3DSP Unreal SDK is released, it would be announced on this forum. Then you could build your masterpiece in Unreal. Cheers! Best regards, Prof. 3D Sound
  7. Hi auser, At first, thanks for your interest in VIVE 3DSP. When a public release has been submitted, there would be an announcement posted on this forum. If you want to get updated immediately, you can subscribe the VIVE Audio SDKs forum. The subscribe is in the option item, which is on the right side of the "Post a new topic" button. Best regards, Prof. 3D Sound
  8. Hi NishikawaToshiku, Great question! If you tune the rotation of your room into (0, 0, 0), the wall in the direction from center along the positive Z axis, is the front wall. The back wall is in the direction from center along the negative Z axis. So as the left and right wall, which are in the directions of negative and positive X axis. Hope this solves your question. Looking forward to hear your thoughts after you tried our user defined material! Best regards, Prof. 3D Sound
  9. Hi Swarovski, Thank you for your interest in VIVE 3DSP. For best immersive audio experience, the VIVE 3DSP would only support headphone now. Therefore it supports only stereo output. If the multi-speakers scenario, such as home theater is desired, every specific speaker could be considered as one audio source, which its position is known. While a video with multi channel audio is played, the audio stream of each channel could be played by each specific speaker. This could be built in your native audio system, or in the content development tool, such as Unity or Unreal. Hope it is useful for you. Best regards, Prof. 3D Sound
  10. Hi P4688, As far as I know, there is no method to change the spatializer SDK in unity at runtime. You still can disable all effects in the VIVE 3DSP audio source when your specific event happens. When effects are disabled, no calculation or processing are taken effect. Hope that could help you. Best regards, Prof. 3D Sound
  11. Hi James, Thanks Corvus for delivering this message. Besides the document included in the SDK and the GDC talk, there are several demo scenes in the VIVE 3DSP Unity and Unreal plugins, which spatializer, occlusion and room effects are demonstrated by specific demo scenes. You can experience how thoes effects sound like, and learn how to use them from demo scenes. Best regards, Prof. 3D Sound
  12. Hi Nicholasvegas, In your picture, the floor has been chosen and the occlusion engine has been set as sphere. The black sphere line is the range of sphere occlusion. If the audio source and listener are covered by the black sphere line, the sound from audio source would be full occluded, therefore there is no sound that is heard. Since the floor is box-shaped object, it would be more suitable to set the occlusion engine as box. The occlusion range of box would be fit compactly to the floor, and the audio source would not be occluded by the floor. Hopefully this would solve your problem. If there is anything wrong, you are welcome to ask at this forum. Best regards, Prof. 3DSound
  13. Hi PiskeBoBo, When the object is thicker, the occlusion effect should be heavier. There is an parameter called "Occlusion Intensity", both on the raycast occlusion and geometry. The occlusion level, which is influenced by thickness, density, or any other factors, could be adjusted by occlusion intensity. Best regards, Prof. 3DSound
  14. Hi GiKey, That's right. If other effects are desired, the audio listener, audio sources script, and all other corresponding scripts should be attached. Some people wrap their game objects as prefabs in Unity and generate desired game objects at run time. You could try this way. Best regards, Prof. 3DSound
  15. It is our pleasure to announce VIVE 3DSP Audio SDK in the GDC 2019 developer day. For people who did not have the chance to be there, the video session is prepared for you. Please see and have fun.
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