Topic | Description |
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Documentation and resources for the Meta XR Audio SDK for Unity. Topics include: Unity integration and implementation, and Meta XR Audio SDK features. | |
Guidelines and resources for creating a compelling spatial audio experience in Unity using FMOD as the audio engine. Topics include: FMOD integration and project set up using the Meta Audio SDK plug-in for FMOD. | |
Guidelines and resources for creating a compelling spatial audio experience in Unity using Audiokinetic Wwise as the audio engine. Topics include: Audiokinetic Wwise integration and project set up using the Meta Audio SDK plug-in for Audiokinetic Wwise. | |
Documentation and resources for the Meta XR Audio SDK for Unreal Engine. Topics include: Unreal Engine integration and implementation, and Meta XR Audio SDK features. | |
Guidelines and resources for creating a compelling spatial audio experience in Unreal Engine using FMOD as the audio engine. Topics include: FMOD integration and project set up using the Meta Audio SDK plug-in for FMOD. | |
Guidelines and resources for creating a compelling spatial audio experience in Unreal Engine using Audiokinetic Wwise as the audio engine. Topics include: Audiokinetic Wwise integration and project set up using the Meta Audio SDK plug-in for Audiokinetic Wwise. |
Topic | Description |
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Describes how humans localize sound in three dimensions. Topics include: directional localization, head-related transfer functions (HRTFs), and distance perception. | |
Details spatialization and head-related transfer functions. Topics include: capturing and applying HRTFs, head tracking, and distance modeling. | |
Reviews different listening devices and their advantages and disadvantages. Topics include: closed back headphones, headphone correction, and external speaker systems. | |
Describes the processes and concepts that enable environmental audio modeling and our ability to mimic the acoustic effects of nearby geometry. Topics include: reverberations, reflections, world geometry, acoustics, presence and immersion. | |
Examines how we must change our approach to sound design to support spatialization. Topics include: accurate 3D positioning of sources, time of arrival, and latency. | |
Provides a few best practices to remember when mixing your soundscape. Topics include: distance attenuation curves, reverberation, and general mixing recommendations. | |
Defines numerous terms specific to immersive audio design, engineering, and mixing. |