Property | Description |
---|---|
Spatialized Voice Limit | When using the Wwise authoring app, use this parameter to artificially limit the maximum number of objects the endpoint sink can support to experiment with different, more efficient settings and test out your object bus voice limits and SFX priorities. In-game this parameter will be used when loading the plug-in to determine how many audio objects to allocate. This means you can use this parameter to tune the CPU and memory consumption of the endpoint in-game. |
Global Scale | This sets the factor to which to scale the coordinates passed into the endpoint sink. The underlying spatialization library is in meters, so if your game is in centimeters, set this to 0.01, etc. |
Property | Description |
---|---|
Lock Position To Listener | If enabled, this keeps the room model centered on the listener (camera). If disabled, then the Room Acoustics component should be positioned in the geometric center of the room in world space (usually, this is the center of the 3D mesh that represents the room). This setting is recommended to be enabled unless your scene is confined to a single room. |
Width, Height, Depth | Sets the dimensions of the room model (in meters for Unity and in centimeters for Unreal) used to determine the early reflection and reverb. Width is the x dimension, Height is the y dimension, and Depth is the z dimension. The orientation of transform of the GameObject that this script is attached to defines the orientation of the room’s coordinate system. |
Materials | This controls the materials of the shoebox room model. Harder materials reflect more sound and create longer reverb tails. Softer materials shorten the reverb’s response. For a list of materials and their frequency-dependent reflection coefficients, see the table below. |
Clutter Factor | Represents how much clutter (i.e. furniture, people, etc.) is in the room that would dampen the response. This parameter creates diffusion and can be used to tame an overly reverberant room. A setting of 0 represents no clutter at all (an empty room), whereas a setting of 1 represents an extremely cluttered room. |
Parameter | Description |
---|---|
Early Reflections Enabled | When enabled, the low order reflections of each audio object will be rendered. When disabled, no object will have it’s lower order reflections rendered. |
Reverb Enabled | This enables the late reverbation modelling for all audio objects. When disabled, no reverb will be applied. |
Reverb Level (dB) | Use this parameter to adjust the overall level of the reverb relative to it’s acoustically accurate position. A positive value increases the reverb level for all objects and is applied on top of whatever audio object reverb level is specified (see below) and a negative value decreases the reverb level for all audio objects. |
Material | 0-176 Hz | 176-775 Hz | 775-3408 Hz | 3408-22050 Hz |
---|---|---|---|---|
AcousticTile | 0.488168418 | 0.361475229 | 0.339595377 | 0.498946249 |
Brick | 0.975468814 | 0.972064495 | 0.949180186 | 0.930105388 |
BrickPainted | 0.975710571 | 0.98332417 | 0.978116691 | 0.970052719 |
Cardboard | 0.590000 | 0.435728 | 0.251650 | 0.208000f |
Carpet | 0.987633705 | 0.905486643 | 0.583110571 | 0.351053834 |
CarpetHeavy | 0.977633715 | 0.859082878 | 0.526479602 | 0.370790422 |
CarpetHeavyPadded | 0.910534739 | 0.530433178 | 0.29405582 | 0.270105422 |
CeramicTile | 0.99000001 | 0.99000001 | 0.982753932 | 0.980000019 |
Concrete | 0.99000001 | 0.98332417 | 0.980000019 | 0.980000019 |
ConcreteRough | 0.989408433 | 0.964494646 | 0.922127008 | 0.900105357 |
ConcreteBlock | 0.635267377 | 0.65223068 | 0.671053469 | 0.789051592 |
ConcreteBlockPainted | 0.902957916 | 0.940235913 | 0.917584062 | 0.919947326 |
Curtain | 0.686494231 | 0.545859993 | 0.310078561 | 0.399473131 |
Foliage | 0.518259346 | 0.503568292 | 0.5786888 | 0.690210819 |
Glass | 0.655915797 | 0.800631821 | 0.918839693 | 0.92348814 |
GlassHeavy | 0.827098966 | 0.950222731 | 0.97460413 | 0.980000019 |
Grass | 0.881126285 | 0.507170796 | 0.131893098 | 0.0103688836 |
Gravel | 0.729294717 | 0.373122454 | 0.25531745 | 0.200263441 |
GypsumBoard | 0.721240044 | 0.927690148 | 0.93430227 | 0.910105407 |
Marble | 0.990000 | 0.990000 | 0.982754f | 0.980000f |
Mud | 0.844084 | 0.726577 | 0.794683 | 0.849737 |
PlasterOnBrick | 0.975696504 | 0.979106009 | 0.961063504 | 0.950052679 |
PlasterOnConcreteBlock | 0.881774724 | 0.924773932 | 0.951497555 | 0.959947288 |
Rubber | 0.950000 | 0.916621 | 0.936230 | 0.950000 |
Soil | 0.844084203 | 0.634624243 | 0.416662872 | 0.400000036 |
SoundProof | 0.0 | 0.0 | 0.0 | 0.0 |
Snow | 0.532252669 | 0.15453577 | 0.0509644151 | 0.0500000119 |
Steel | 0.793111682 | 0.840140402 | 0.925591767 | 0.979736567 |
Stone | 0.980000 | 0.978740 | 0.955701 | 0.950000 |
Vent | 0.847042 | 0.620450 | 0.702170 | 0.799473 |
Water | 0.970588267 | 0.971753478 | 0.978309572 | 0.970052719 |
WoodThin | 0.592423141 | 0.858273327 | 0.917242289 | 0.939999998 |
WoodThick | 0.812957883 | 0.895329595 | 0.941304684 | 0.949947298 |
WoodFloor | 0.852366328 | 0.898992121 | 0.934784114 | 0.930052698 |
WoodOnConcrete | 0.959999979 | 0.941232264 | 0.937923789 | 0.930052698 |
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. |
Solo Reverb Send | When enabled, the audio object will only be sent to the shared internal reverb bus. |