Audio
Spatial audio is a critical building block for delivering a compelling immersive experience and creating a true sense of presence.
This guide covers many of the core concepts that will help you design, engineer, and mix your audio to produce that perfect jump scare or an ideal sense of calm and serene.
Get started with spatial audio technology
Our tools and integration work seamlessly with all major game engines and audio middleware solutions. Below are a few relevant documents to help you get started:
Topic | Description |
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| Documentation and resources for the Meta XR Audio SDK for Unity. Topics include: Unity integration and implementation, and Meta XR Audio SDK features. |
| Guidelines and resources for creating a compelling spatial audio experience in Unity using FMOD as the audio engine. Topics include: FMOD integration and project set up using the Meta Audio SDK plug-in for FMOD. |
| Guidelines and resources for creating a compelling spatial audio experience in Unity using Audiokinetic Wwise as the audio engine. Topics include: Audiokinetic Wwise integration and project set up using the Meta Audio SDK plug-in for Audiokinetic Wwise. |
| Documentation and resources for the Meta XR Audio SDK for Unreal Engine. Topics include: Unreal Engine integration and implementation, and Meta XR Audio SDK features. |
| Guidelines and resources for creating a compelling spatial audio experience in Unreal Engine using FMOD as the audio engine. Topics include: FMOD integration and project set up using the Meta Audio SDK plug-in for FMOD. |
| Guidelines and resources for creating a compelling spatial audio experience in Unreal Engine using Audiokinetic Wwise as the audio engine. Topics include: Audiokinetic Wwise integration and project set up using the Meta Audio SDK plug-in for Audiokinetic Wwise. |
Here is an overview of each resource featured within the Meta Horizon audio guide.
Topic | Description |
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| Describes how humans localize sound in three dimensions. Topics include: directional localization, head-related transfer functions (HRTFs), and distance perception. |
| Details spatialization and head-related transfer functions. Topics include: capturing and applying HRTFs, head tracking, and distance modeling. |
| Reviews different listening devices and their advantages and disadvantages. Topics include: closed back headphones, headphone correction, and external speaker systems. |
| Describes the processes and concepts that enable environmental audio modeling and our ability to mimic the acoustic effects of nearby geometry. Topics include: reverberations, reflections, world geometry, acoustics, presence and immersion. |
| Examines how we must change our approach to sound design to support spatialization. Topics include: accurate 3D positioning of sources, time of arrival, and latency. |
| Provides a few best practices to remember when mixing your soundscape. Topics include: distance attenuation curves, reverberation, and general mixing recommendations. |
| Defines numerous terms specific to immersive audio design, engineering, and mixing. |
Informative video and articles on audio for immersive experiences
Sound design and mixing is an art form, and immersive experiences are a new medium. Whether you’re an aspiring sound designer or a seasoned veteran, creating music and sound for immersive experiences will present new challenges and subvert some of the conventional wisdom in sound design and mixing for games and traditional media.
Here are just a few of the informative materials we’ve provided over the years.
Introductory video presentations covering the core concepts of audio for immersive experiences:
Presentations and articles that share the latest tools and technologies that drive virtual reality audio:
If you’re interested in learning more about Meta Horizon audio or just want to chat with other audio-minded developers, drop by our
Developer Forums.