Updated SpatialiseScene Readme.
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SpatialiseScene Notes
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SpatialiseScene Notes
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This scene demonstrates a couple of methods for spatialising Pure Data patches
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This scene demonstrates a couple of methods for spatialising Pure Data patches
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in Unity.
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in Unity.
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OculusSpatializer Plugin Method
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Working with Unity's default spatialisation
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-------------------------------
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-------------------------------------------
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This is the simplest method of spatialising patches in Unity. It requires the
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This method makes use of Unity's default audio spatialisation framework. It is a
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following steps:
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bit more involved than the alternative approach, but doesn't an external
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spatial audio framework.
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For the project:
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1.) Edit -> Project Settings... -> Audio.
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The first thing to note is that, by default, Unity only spatialises
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2.) Set Spatializer Plugin to OculusSpatializer.
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AudioSources. It won't apply spatialisation to any other audio producing
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Components (like LibPdInstance). In order to get around that limitation, we'll
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For each Audio Source in the scene:
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need to cheat the system a bit.
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1.) Toggle 'Spatialize' and 'Spatialize Post Effect' on.
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After adding an AudioSource and LibPdInstance to a GameObject in your scene,
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In testing it, the OculusSpatializer plugin seems to attenuate the sound quite
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the steps you'll need to take to spatialise your PD patch are:
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aggressively, so an alternative approach is also included.
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1.) Set the AudioSource's AudioClip to the included SpatialiserFix.wav file.
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2.) Set the AudioSource to Play On Awake and Loop.
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Alternative Method
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3.) Adjust the Spatial Blend slider to 1 (3D).
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------------------
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4.) In your PD patch, multiply the 2 outputs of an adc~ object by the output of
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your patch before feeding it to the dac~ object.
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This method makes use of Unity's default audio spatialisation framework. It is a
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bit more involved than the OculusSpatializer approach, but doesn't attenuate the
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This process will ensure that the spatialisation applied to the AudioSource gets
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sound as aggressively.
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applied to the output of your patch. See FilteredNoise-ADC.pd for more
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information.
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The first thing to note is that, by default, Unity only spatialises
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AudioSources. It won't apply spatialisation to any other audio producing
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Components (like LibPdInstance). In order to get around that limitation, we'll
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Working with spatializer plugins
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need to cheat the system a bit.
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--------------------------------
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After adding an AudioSource and LibPdInstance to a GameObject in your scene,
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Alternatively you can work with a custom spatialisation framework, using a
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the steps you'll need to take to spatialise your PD patch are:
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Spatializer Plugin. Spatializer Plugins make implementation a bit simpler, but
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they do require you to import a spatialisation framework into your project. The
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1.) Set the AudioSource's AudioClip to the included SpatialiserFix.wav file.
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following example uses Steam Audio, but the steps are identical regardless of
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2.) Set the AudioSource to Play On Awake and Loop.
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which framework you use.
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3.) Adjust the Spatial Blend slider to 1 (3D).
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4.) In your PD patch, multiply the 2 outputs of an adc~ object by the output of
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It should be noted that Spatializer Plugins are almost always intended for VR
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your patch before feeding it to the dac~ object.
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(i.e. headphone) use. So this approach may not make sense if you're building a
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project intended for speaker output.
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This process will ensure that the spatialisation applied to the AudioSource gets
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applied to the output of your patch. See FilteredNoise-ADC.pd for more
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For the project:
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information.
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1.) Edit -> Project Settings... -> Audio.
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2.) Set Spatializer Plugin to Steam Audio Spatializer.
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For each Audio Source in the scene:
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1.) Toggle 'Spatialize' and 'Spatialize Post Effect' on.
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@ -492,7 +492,7 @@ public class LibPdInstance : MonoBehaviour
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/// UnityEvent that will be invoked whenever we recieve a message from the PD patch.
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/// UnityEvent that will be invoked whenever we recieve a message from the PD patch.
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public StringStringObjArrEvent Message;
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public StringStringObjArrEvent Message;
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};
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};
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[Header("libpd -> Unity Events")]
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[Header("libpd → Unity Events")]
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public PureDataEvents pureDataEvents;
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public PureDataEvents pureDataEvents;
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/// Events placed in a struct so they don't clutter up the Inspector by default.
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/// Events placed in a struct so they don't clutter up the Inspector by default.
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