Develop
Develop
Select your platform

Meta XR Audio Plugin for FMOD - Ambisonic

Overview

By the end of this document, you’ll be able to:
  • Set up your project to use Meta XR Audio as the Ambisonic Decoder Plugin.
  • Set up an ambisonic audio source to be processed by Meta XR Audio.
  • Understand the behaviors of the Meta XR Audio ambisonic plugin.
The Meta XR Audio Plugin for FMOD supports Ambisonics in the AmbiX (ACN/SN3D) format. You must use this feature with 4-channel ambisonic tracks as FMOD only supports First Order Ambisonics as of December 2022.
Ambisonics are rendered by our advanced spherical harmonic binaural renderer. Compared to traditional rendering methods that use virtual speakers, this renderer provides a better frequency response, better externalization, less spatial smearing, and also uses less compute resources.

Prerequisites

Ensure the project has been setup according to the instructions.

Implementation

To process an ambisonic sound file with the Meta XR Audio SDK:
  1. Select a track with ambisonic audio in it. In the FMOD event deck, right click and select Add Effect > Plug-in Effects > Meta > MetaXRAudio Ambisonics.
    Adding a Meta XR Audio Ambisonic instance to an FMOD event in FMOD Studio.
  2. Make sure the input to the ambisonic plugin is 4 channels. The following image shows an audio track with the Meta Ambisonics plugin applied.
    An FMOD Event with the Meta XR Ambisonic instance added.

Learn More

  • Rotating either the headset (the AudioListener) or the audio source itself affects the ambisonic orientation.
  • You can control the level of ambisonic audio sources in your scene by customizing the Volume Rolloff curve for each audio source.

Next Up

To take your spatialized mono events to the next level learn how to use Acoustic Ray Tracing.
Did you find this page helpful?
Thumbs up icon
Thumbs down icon