atmoky trueSpatial for Unity v1.2.0 has been released! Check out the Changelog to learn more.
Documentation
Spatializing Sources

Spatializing Sound Sources

Follow these steps to set up the spatial audio rendering pipeline as shown in the Signal Flow section.

1. Select the atmoky Spatializer Plugin

If you haven't done so already during installation, go to Edit -> Project Settings -> Audio and select atmokySpatializer under Spatializer Plugin. This will make sure that the spatializer plug-in is used for all audio sources that have the Spatialize tick box set.

2. Create a Mixer

The atmokySpatializer plug-in does not output any signals per se, but sends its audio output to a particular atmokyRenderer instance, which has to be inserted into a Mixer Group.

You can create a Mixer via Assets -> Create -> Audio Mixer and optionally Mixer Groups for sub-mixing.

3. Add an atmoky Renderer Plugin

Add an atmokyRenderer plug-in to each sub-mix you want to render separately by right clicking the bus and choosing Add effect at top -> atmokyRenderer.

When clicking on the Mixer Group, you can now see the atmokyRenderer plug-in in the Inspector exhibiting the parameters Ext. Amount, Ext. Character, and Renderer Index.

For each atmokyRenderer instance, you have to assign a unique non-zero Renderer Index such that a atmokySpatializer plug-in can send its audio output to the correct atmokyRenderer instance.

The renderer index is 0 per default (such that the renderer plug-in is muted). To unmute an instance, you have to assign a unique non-zero renderer index. Note that if two renderer instances use the same index, both will be muted. By clicking "Next available renderer" the next unused index will be assigned.

4. Spatialize an Audio Source

  • Add one or several AudioSource(s) to your scene
  • Set the Spatialize tick box of the AudioSource
  • Set the Spatial Blend to 1, meaning 3D rendering
  • Route the Output of the AudioSource to a bus equipped with the atmokyRenderer plug-in
  • Select the corresponding Renderer Index: You can do that programmatically or via the Inspector by using the atmokySource.cs script (Add Component -> Atmoky Source), which exposes the renderer index as a public variable.

Per default, the atmokySpatializer sends its audio to the renderer instance with index 1. So if you have only one renderer instance, you don't have to change anything on the spatializer side.


atmoky Logo

© 2024 atmoky, GmbH.
All rights reserved.

We use cookies to measure and improve your browsing experience, and serve personalized ads or content.