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Professor 3DSound

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Everything posted by Professor 3DSound

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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.
  11. Hi , For spatial sound feeling, you can simply use VIVE 3DSP as the Unity default spatializer, which could be set at “Project Settings -> Audio -> Spatializer Plugin”. Under “Spatializer Plugin” select “VIVE 3DSP Spatializer Plugin”. Best regards, Prof. 3D Sound
  12. VIVE 3DSP Audio SDK version 1.0.1 can be downloaded now! https://developer.vive.com/resources/knowledgebase/vive-3dsp-sdk-2/ For more release information please see the notes in the SDK. VIVE 3DSP SDK release note for Unity plugin - 1.0.0.pdf Best regards, Prof. 3D Sound
  13. Hello Jimmy, VIVE 3DSP is hardware independent SDK, which has Unity/Unreal plugin and native C/C++ library for windows. Therefore you can use it for any platform running windows. Best regards, Prof. 3D Sound
  14. Hi Evan, Could you please tell us, at which exact type of the device you want to implement your requirement? Best regards, Prof. 3D Sound
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