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Methods for implementing spatial audio

I have done some searching and research into implementing multi-channel audio for games in order to enrich the sound as much as possible, and have included some solutions and relevant information below.

  1. In Unity——Convert multi-channel sound to video files using VideoPlayer and Audio Source playback.
I checked some Unity documentation and found a setting in the Unity manual for AudioSpeakerMode. I tried this but without success, so if we only use unity for this function, we can play it by turning the sound of a multi-track into a movie.
There is a setting in the unity manual for AudioSpeakerModel

  1. Implementation based on Steam Audio

    With Steam Audio, we’ll be able to integrate both environment simulation and listener simulation into one.

    This is the operating documentation I found in the user manual, using an Ambisonic source to implement a spatial environment.https://valvesoftware.github.io/steam-audio/doc/unity/guide.html

    1. Implementation based on Wwise
    1. Use RTPC-Based 3D Positioningthis is based on theHead-related transfer function.
    2. Integrating Spatial Audio in Unity,

      This is an introduction to this function and provides basic settings for Unity and Wwise projects.

      https://www.audiokinetic.com/en/library/edge/?source=Unity&id=pg_spatialaudio.html

The following are examples and solutions that I have found that may be relevant to our project:
In some cases, they require Wwise’s Bus Configurations
      • Using Ambisonics for Dynamic Ambiences, requires audio material in (conventional 1st-order ambisonics) format.
      • A number of Wwise plug-ins are available to assist with this function: Wwise Convolution, Auro-3D®, Resonance Audio, etc 

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