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In the following steps, this tutorial will show you how to use the new Reflect plug-in with Spatial Audio. You will need a Reflect plug-in license to make the project work.
Note: This tutorial presumes that you have completed the Preparation for the Spatial Audio Tutorials. However, it does not consider if the Rooms and Portals Tutorial was done; both tutorials are independent.
We need to update our wwise project with an Auxiliary Bus with the Reflect plug-in and Acoustic Textures.
Auxiliary Bus Property Editor Effects tab for Reflect
Auxiliary Bus Property Editor Positioning tab for Reflect
Factory Reflect Acoustic Textures in the Project Explorer ShareSets tab
We need to modify the spatial audio emitter to use our newly created reflect aux bus.
Wwise Picker
Ak Spatial Audio Emitter for Surface Reflector
You can simulate early reflections with the Ak Surface Reflector component. One way to have surface reflectors is to use existing meshes of the game. If the shape is too complex, you may want to add a new object as a surface reflector.
The advantages of using the existing meshes are that you don't need to create new objects and each mesh can have a different acoustic texture. The disadvantages are that if you have a complex figure, you may send too much triangles to the Spatial Audio API and this could slow down your game. Also, another disadvantage is that each mesh only gets assigned one texture. In the case of the this tutorial, this means that it is not possible to have a different acoustic texture on the outside than on the inside of the rooms. In the scene provided by the unity integration, this is the method used for surface reflectors.
Ak Surface Reflector component
Top view of early reflection drawings for existing mesh surface reflectors
First person view of early reflection drawings for existing mesh surface reflectors
Button Small Room Voice Graph with Reflect Effect
Reflect Effect Editor View
Creating a new game object with no mesh renderer can simplify a complex shape. In this optional section, we will show you how to have a surface reflector volume for the interior of the small room. You can also mix solutions by having some meshes be Surface Reflectors and having an object with no mesh renderer as well. For example. Having each mesh be a surface reflector to have different texture per wall inside of the house and adding and exterior volume to have a completly different texture on the outside of the house. It is also possible to use Quads instead of cubes to have a different texture wherever desired. But be careful with intersections when using quads; you don't want your sound to get out of your shape.
Object Name | Position | Rotation | Scale |
---|---|---|---|
Small Room Interior | (-2, 2.875, -6) | (0, 0, 0) | (11, 5.25, 7.5) |
Start the game.
Top view of early reflection drawings for a new surface reflector volume when the emitter is outside
Top view of early reflection drawings for a new surface reflector volume when the emitter is inside
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