Updated SpatialiseScene Readme.

This commit is contained in:
Niall Moody 2020-12-08 15:47:09 +00:00
parent 2afa7e8414
commit 19d40ab8eb
2 changed files with 52 additions and 48 deletions

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@ -4,29 +4,12 @@ This scene demonstrates a couple of methods for spatialising Pure Data patches
in Unity.
OculusSpatializer Plugin Method
-------------------------------
This is the simplest method of spatialising patches in Unity. It requires the
following steps:
For the project:
1.) Edit -> Project Settings... -> Audio.
2.) Set Spatializer Plugin to OculusSpatializer.
For each Audio Source in the scene:
1.) Toggle 'Spatialize' and 'Spatialize Post Effect' on.
In testing it, the OculusSpatializer plugin seems to attenuate the sound quite
aggressively, so an alternative approach is also included.
Alternative Method
------------------
Working with Unity's default spatialisation
-------------------------------------------
This method makes use of Unity's default audio spatialisation framework. It is a
bit more involved than the OculusSpatializer approach, but doesn't attenuate the
sound as aggressively.
bit more involved than the alternative approach, but doesn't an external
spatial audio framework.
The first thing to note is that, by default, Unity only spatialises
AudioSources. It won't apply spatialisation to any other audio producing
@ -45,3 +28,24 @@ the steps you'll need to take to spatialise your PD patch are:
This process will ensure that the spatialisation applied to the AudioSource gets
applied to the output of your patch. See FilteredNoise-ADC.pd for more
information.
Working with spatializer plugins
--------------------------------
Alternatively you can work with a custom spatialisation framework, using a
Spatializer Plugin. Spatializer Plugins make implementation a bit simpler, but
they do require you to import a spatialisation framework into your project. The
following example uses Steam Audio, but the steps are identical regardless of
which framework you use.
It should be noted that Spatializer Plugins are almost always intended for VR
(i.e. headphone) use. So this approach may not make sense if you're building a
project intended for speaker output.
For the project:
1.) Edit -> Project Settings... -> Audio.
2.) Set Spatializer Plugin to Steam Audio Spatializer.
For each Audio Source in the scene:
1.) Toggle 'Spatialize' and 'Spatialize Post Effect' on.

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@ -492,7 +492,7 @@ public class LibPdInstance : MonoBehaviour
/// UnityEvent that will be invoked whenever we recieve a message from the PD patch.
public StringStringObjArrEvent Message;
};
[Header("libpd -> Unity Events")]
[Header("libpd Unity Events")]
public PureDataEvents pureDataEvents;
/// Events placed in a struct so they don't clutter up the Inspector by default.