Some options are more processor intensive than others but are less likely to miss converting Audio Sources (the OnUpdate setting will never miss an Audio Source but it is the most processor intensive OnStart is less processor intensive, but more likely to miss Audio Sources, and OnSceneLoaded is the least processor intensive but most likely to miss Audio Sources). Q3DAudioGlobalSettings provides several "SpatializeMonoAudioSources" check boxes that can enable settings in the 3D Audio Plugin to automatically detect Audio Sources that have mono AudioClips and make them Q3D Audio sound objects. (After this scene is loaded, this object will remain resident until the game is shut down, even if this scene is unloaded). In Unity Editor, go to GameObject->Audio->Q3DAudioGlobalSettings to create a Q3DAudioGlobalSettings object in your scene. My project wasn't created with spatialized audio in mind, but I want to convert it to spatialized audio. These features have been tested Unity 2017.1.0f3. The 3D Audio Plugin doesn't support placing separate Mixer Effects on separate sound objects or soundfields (unless of course you're playing only one sound object or soundfield).ģD Audio Plugin does support placing Audio Component Effects on individual sound objects (if you set "Spatialize Post Effects"=true on the sound object's Audio Source), but this is not supported for soundfields. The 3D Audio Plugin only supports placing Mixer Effects on the final stereo signal that the Q3DSoundObjectOut Mixer Effect produces, or the final stereo signal that the Q3DAudioSoundFieldOut Mixer Effect produces. How do I process sound objects or soundfields through individual effects? Q3DAudioGlobalSettings allows the 3D Audio Plugin to be globally disabled on Windows or Android platforms using the relevant check boxes. After this scene is loaded, this object will remain resident until the game is shut down, even if this scene is unloaded. If you want to use a different spatializer on some Android or Windows platforms but not others, navigate to GameObject->Audio->Q3DAudioGlobalSettings in the Unity Editor to create a Q3DAudioGlobalSettings object in your scene. The 3D Audio Plugin is designed to consume practically zero processing power and memory when it's not in use. If you want to use a different spatializer for platforms that aren't supported by the 3D Audio Plugin, you can do so with no special set up. I want to use the 3D Audio Plugin on some platforms, but a different spatializer (or no spatializer at all) for other platforms. No, we inherit the grayed-out parameters from Audio Source and add some Q3D Audio-specific ones.ĭoes the 3D Audio Plugin support occlusion? No, this isn't possible with Unity 2017.1.0f3.ĭoes the 3D Audio Plugin support Audio Source parameters beyond the ones shown in the Q3D Audio Source UI? Yes, you can do this in Unity 2017.1.0f3.Ĭan I run sound objects through Unity's standard Audio Reverb Zone? Will the 3D Audio Plugin respect Audio Component Effects on the AudioListener?Ĭan I run soundfields through Unity's standard Audio Reverb Zone? Sound objects are supported in Unity 5.2.0f3 and subsequent versions, but soundfields are not supported until version 2017.1.0f3. How can I create an Audio Reverb Zone using this plugin, so when the listener enters a level of my game, the reverb sounds different?Ĭan I use soundfields or Ambisonic-sounds in versions of Unity before 2017.1.0f3? This is covered in the Quick Start Guide for this product under the section titled: "Adding Reverb to a Spatialized Audio Scene". How do I set the default Q3D Audio reverb settings (when the player isn't in an Audio Reverb Zone)? This is covered in the Quick Start Guide for this product under the section titled: "Using the 3D Audio Plugin to Spatialize Audio". How do I create a sound object or soundfield?
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