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.
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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
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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
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Implementation based on Wwise
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- Use RTPC-Based 3D Positioning,this is based on theHead-related transfer function.
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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
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- Using Ambisonics for Dynamic Ambiences, requires audio material in (conventional 1st-order ambisonics) format.
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- A number of Wwise plug-ins are available to assist with this function: Wwise Convolution, Auro-3D®, Resonance Audio, etc
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Methods for implementing spatial audio / dmsp-play23 by blogadmin is licensed under a Creative Commons Attribution CC BY 3.0
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