41 lines
1.7 KiB
Text
41 lines
1.7 KiB
Text
SpatialiseScene Notes
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This scene demonstrates how to spatialise PD patches within Unity. Due to the
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way Unity spatialises sound, this is a slightly involved process.
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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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need to cheat the system a bit.
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After adding an AudioSource and LibPdInstance to a GameObject in your scene, the
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steps you'll need to take to spatialise your PD patch are:
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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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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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your patch before feeding it to the dac~ object.
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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.pd for more information.
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Conversely, if you don't want to apply any spatialisation to your patch, you
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don't need to do any of the aforementioned steps.
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Alternative Approach
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--------------------
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An alternative, less-involved approach is to use Unity's OculusSpatializer
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plugin. When I tested it, this seemed to apply some odd filtering to the sound,
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so it's not used in this project, but you may prefer this approach.
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To use the OculusSpatializer plugin, the steps are:
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1.) Edit -> Project Settings... -> Audio.
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2.) Set Spatializer Plugin to OculusSpatializer.
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This will spatialise all audio for you, without any need for the aforementioned
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SpatialiserFix file and adc~ object in each patch.
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