





| Setting | Description |
|---|---|
Enable Acoustics | Set to On to enable reflections calculations. Reflections take up extra CPU, so disabling can be a good way to reduce the overall audio CPU cost. Reflections will only be applied if the Reflection Engine is enabled on the Meta XR Reflections effect. For more information, see Attenuation and Reflections section of the Audio Guide. |
Reverb Send dB | Controls a gain applied to the event’s audio prior to rendering it’s late reverberation. The direct sound of the audio is untouched. Values are in dB and more positive values lead to louder sends to the reverb bus which make the object more prevalent in the late field reverberation (which could swamp the direct sound if your not careful). |
Distance Attenuation | Set to one of the four built in distance attenuation curves to enable the internal distance attenuation model. If attenuation is disabled by choosing Off, you can create a custom attenuation curve using a volume automation on a distance parameter. |
| Setting | Description |
|---|---|
Directivity Pattern | If set to 1 or Human Voice, then audio object’s radiation pattern will mimic that of the human voice meaning when the object is faceing away from the listener, it is attenuated (and low-pass filtered) and unaltered when directly facing the listener. A setting of 0 or None means the audio object will be rendered as an omnidirectional radiator and its orientation relative to the listener will not affect how the object is rendered at all. |
Early Reflections Send dB | Controls a gain applied to the objects audio prior to rendering it’s early reflections. The direct sound of the audio is untouched. Values are in dB and more positive values lead to louder early reflections (which could swamp the direct sound if your not careful). |
Volumetric Radius | Specifies the radius to be associated with the sound source, if you want the sound to seem to emanate from a volume of space, rather than from a point source. Sound sources can be given a radius which will make them sound volumetric. This will spread the sound out, so that as the source approaches the listener, and then completely envelops the listener, the sound will be spread out over a volume of space. This is especially useful for larger objects, which will otherwise sound very small when they are close to the listener. For more information, see these blog articles. |
HRTF Intensity | When set to zero, the HRTFs used to render high-quality voices are essentially simplified to a stereo pan (with ITD still applied). When set to one, the full HRTF filter is convolved. Any setting other than 1 will reduce the timbral shifts introduced by the HRTF at the expense of poorer localization. |
Directivity Intensity | When set to 1, the full directivity pattern will be applied. As the value reduces towards zero, the directivity pattern will be blended with an omnidirectional pattern to reduce the intensity of the effect. |
Reverb Reach | This parameter adjusts how much the direct-to-reverberant ratio increases with distance. A value of 0 causes reverb to attenuate with the direct sound (constant direct-to-reverberant ratio). A value of 1 increases reverb level linearly with distance from the source, to counteract direct sound attenuation. |
Occlusion Intensity | This parameter adjusts the strength of the occlusion when the source is not directly visible. This parameter only applies when using the Acoustic Ray Tracing feature. A value of 1 means full effect (realistic occlusion), while 0 means no occlusion occurs. |
Medium Absorption | When enabled, the audio source will apply frequency specific attenuation over distance as a result of the medium the sound travels through (air for example). Note this control only applies when Acoustic Ray Tracing is active and has no effect for Shoebox Reverb. |
Direct Enabled | When disabled, the source will still be sent to the internal reverb send but the direct output of this audio source will be silenced. |