Open the Quick Settings window by selecting the clock on the left side of the menu bar.
Open Settings, select System > Quest Link, and toggle Quest Link on.
Select Launch Quest Link to start Link on your development machine and on your headset.
In your Unity project, press Play(â–º) to run the app on your headset.
Ambisonics
The Ambisonics scene includes the following GameObjects:
The Main Camera and Directional Light GameObjects that are present in all 3D projects created in Unity.
A basic plane.
The Plane object is a large, flat surface in 3D space that can be used for various purposes. In this scene, it serves as the ground upon which users can navigate.
An audio source named AmbisonicAmbience, represented by a yellow ball positioned at the exact center of the scene.
This audio source outputs ambient sounds typically found in a park, such as a babbling stream and chirping birds.
Notice how the audio projects equally in all directions from the source. You can navigate around the audio source to gain a better understanding of how ambisonic sounds render throughout a scene. In fact, ambisonic audio fully projects in all three dimensions, including above and below the source. Our advanced spherical harmonic binaural renderer handles the rendering of ambisonics. Compared to traditional rendering methods that use virtual speakers, this renderer offers several advantages, including better frequency response, improved externalization, reduced spatial smearing, and lower compute resource usage.
Additional ambisonics learning
For more information on ambisonics, see the following:
The BasicPointSource scene showcases a different type of audio source, the basic point source. The scene’s GameObjects include:
The default Main Camera and Directional Light found in all new 3D Unity projects.
A Plane that serves as the navigable ground in this scene.
The BasicPointSource object is a red ball located at the center of the scene, emitting the sound of water lapping.
Unlike the previous scene, which demonstrated ambisonic audio, the sound from this red ball is fixed to a specific point. This means that the sound originates from the red ball and disperses throughout the scene, mimicking how sound behaves in real life. Notice that the sound does not fully envelop the entire scene; instead, it grows louder as you move closer to the red ball and becomes silent when you move too far away. Explore the scene by moving closer and farther away from the ball to gain an understanding of this type of immersive audio source and its potential applications in your future projects.
RoomAcoustics
In the RoomAcoustics scene, you’ll find the following GameObjects:
The default Main Camera.
A Directional Light.
A simple Plane serving as the ground.
Additionally, there are two objects that work together to demonstrate the acoustics feature available within the Meta XR Audio SDK:
The first object, Sound, is an audio source attached to a floating red ball, situated near the center of the scene, similar to previous scenes.
This audio source outputs simple spatialized audio, recreating the sound of metal hitting a surface.
The second new object is titled RoomAcoustics, which controls the parameters of shoebox reverberation within the scene.
An invisible 3D finite space simulates a wooden floor and gypsum board walls. When you’re inside a room, sound waves can reflect off the walls, changing how you perceive sounds. As the audio originates from the red ball in the center of the room, you’ll hear the echoes and reverberations you’d expect if you were inside an enclosed room made of these materials.
Implementing room acoustics in a scene significantly enhances the immersion by creating a stronger feeling of being inside an enclosed space. By moving in and out of the area with room acoustics, you can experience the difference this feature makes when crafting complex soundscapes. Explore this scene to gain a deeper understanding of how room acoustics can elevate your audio design.
The SourceDirectivity sample scene is a bit more dynamic and includes a few more GameObjects than the previous scenes:
The default Main Camera, Directional Light, and a plane serving as the floor are included.
In addition the scene includes three audio sources named Brandon, Henry, and Egan. Each represented by a red sphere with mesh collider and renderer components. These spheres each emit the sounds of different people engaged in a conversation.
These audio sources are more complex than those shown in previous samples, as they each have an additional attached object. A simple rectangular prism is attached to each sphere, indicating the direction in which the audio source is focused. This visual cue helps illustrate the concept of directed audio sources.
The primary focus of the SourceDirectivity sample is to introduce you to directed audio sources, where sound is projected forward in the direction the source is facing. The volume of the sound produced by these directed audio sources changes dynamically based on your position relative to the source and its direction. This functionality can significantly enhance immersion in your scenes, especially when creating more complex environments.
To gain a deeper understanding of directed sound and how it changes depending on your positioning and orientation within a scene, navigate throughout the scene, moving around and between the three audio sources. Experimenting with different positions and angles will help you appreciate the nuances of directed audio and its potential applications in your projects.