Note: It is important that all sounds passed to Oculus Spatializers are monophonic - stereophonic rendering will be handled by our spatialization, and must not be applied over additional stereophonic rendering provided by your game engine or library.
Note:If you add the plugin to a second bus, you may experience some unwanted noise on the audio output.
Note: Mixer bus plugins may not be added to master buses.
Note: If the Mixer Plug-in tab is not visible, click the “+” tab and verify that Mixer Plugin is checked.
Property | Description |
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Bypass Use native panning | Disables spatialization. All sounds routed through this bus receive Wwise native 2D panning. |
Gain (+/-24db) | Sets a global gain to all spatialized sounds. Because the spatializer attenuates the overall volume, it is important to adjust this value so spatialized sounds play at the same volume level as non-spatialized (or native panning) sounds. |
Voice Limit | Sets the number of voices available for spatialization. Higher numbers here mean more audio objects an be positioned in space at the expense of CPU time. If there are not enough voices, the remaining voices will be natively panned. |
Global Scale(1 unit = 1 m) | The scale of positional values fed into the spatializer must be set to meters. Some applications have different scale values assigned to a unit. For such applications, use this field to adjust the scale for the spatializer. Unity defaults to 1 meter per unit. Example: for an application with unit set to equal 1 cm, set the Global Scale value to 0.01 (1 cm = 100 m). |
Enable Early Reflections | Enables early reflections. This greatly enhances the spatialization effect, but incurs a CPU hit. When enabled, make sure the room size roughly matches the room in the game, and that the room is large enough to contain the sound. If a sound goes outside the room size (relative to the listener’s position), early reflections will not be heard. In addition, be sure to set non-cubical room dimensions. A perfectly cubical room may create reinforcing echoes that can cause sounds to be poorly spatialized. The shoebox model works best when simulating rooms. For large spaces and outdoor areas, it should be complemented with a separate reverb. |
Enable Reverberation | If this field is set, a fixed reverberation calculated from the early reflection room size and reflection values will be mixed into the output (see below). This can help diffuse the output and give a more natural sounding spatialization effect. Reflections Engine On must be enabled for reverberations to be applied. |
Shared Reverb Attenuation Range Min / Max | Controls the attenuation calculations for the spatial reverb. For more information, see the Attenuation and Reflections section of the spatializer feature guide. |
Shared Reverb Wet Mix (-60 - -20dB) | Sets the shared reverb wet level, effectively gaining the reverb that’s added to the mix. Lower, more negative values attenuate the reverb creating a dryer mix. Higher, less negative values create a wetter, more reverberant mix. |
Room Dimensions Width / Height / Length | Sets the dimensions of the room model used to calculate reflections. The greater the dimensions, the further apart the reflections. Value range is 1-200 meters for each axis. |
Wall Reflection Coefficients | Sets the percentage of sound reflected by walls for each wall specified for a room (Left/Right,Forward/Backward, Up/Down). At 0, the reflection is fully absorbed. At 1.0, the reflection bounces from the wall without any absorption. Capped at 0.97 to avoid feedback. |
Note: Whichever way you choose to handle distance-based attenuation, you should not enable both of them at the same time.
Property | Description |
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Bypass Spatializer | Disables spatialization. Individual voices / actor-mixer channels may skip spatialization processing and go directly to native Wwise panning. |
Reflections Enabled | Enables early reflections. This greatly enhances the spatialization effect, but incurs a CPU hit. |
Oculus Attenuation Enabled | If selected, the audio source will use an internal amplitude attenuation falloff curve controlled by the Range Min/Max parameters. |
Attenuation Range Min | Sets the distance at which the audio source amplitude starts attenuating, in meters. It also influences the reflection/reverb system, even if Oculus attenuation is disabled. |
Attenuation Range Max | Sets the distance at which the audio source amplitude reaches full volume attenuation, in meters. It also influences the reflection/reverb system, even if Oculus attenuation is disabled. |
Volumetric Radius | Expands the sound source from a point source to a spherical volume. The radius of the sphere is defined in meters. For a point source, use a value of 0. |
Treat Sound As Ambisonic | Treats sound as ambisonic instead of applying spatialization. Recommended for ambient or environmental sounds, that is, any sound not produced by a visible actor in the scene. Note: Attached sound must be in AmbiX format. Please see Ambisonics in Supported Features for more information. |