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Professor 3DSound

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  1. Hi 25thfloor, thanks for the feedback. In order to clarify the possible reasons, may we know which version of 3DSP package that you used? And could you kindly provide the Unity project setting and AudioSource settings for our reference? Btw, we released the new version (v1.3.0) of 3DSP Audio SDK recently. This new version support windows and android platform. Download link : https://developer.vive.com/resources/vive-sense/3dsp-audio-sdk/download/latest/ Maybe, you can try the newest version at your project first to see if it works well and solve your problem. Best regards, 3D Sound Group.
  2. VIVE 3DSP Audio SDK version 1.3.0 can be downloaded now!! The new version support windows and android platform. https://developer.vive.com/resources/vive-sense/3dsp-audio-sdk/download/latest/ The online VIVE 3DSP Audio SDK document are also available at: VIVE 3DSP Audio SDK online document If there is any questions, please ask in this forum. Best regards, Prof. 3D Sound
  3. VIVE 3DSP Audio SDK version 1.2.8 can be downloaded now! https://developer.vive.com/resources/vive-sense/3dsp-audio-sdk/download/latest/ The online VIVE 3DSP Audio SDK document are also available at: https://hub.vive.com/storage/3dsp/ If there is any questions, please ask in this forum. Best regards, Prof. 3D Sound
  4. Hi albrt, Thank you for your valuable feedback. VIVE 3DSP can perform the 3rd order ambisonic on "spatializer plugin" (including encoder/decoder). However, for ambiX file, the current version of VIVE 3DSP only supports 1st order ambisonic decoder. So if you import 2nd order ambisonic file, it will get the abnormal result. For the long-term solution, we are considering and planning to provide the higher order ambisonic decoder for the application in the feature. And we will also remark the limitation in the official document. Best regards, 3D Sound Group.
  5. Hi albrt, Thank you for your valuable feedback. It is a pity that, after a few days hard work, the error you mentioned could not be reproduced. It would be suggested that you can delete the file CIUtils.cs and then try again. If there is still any problem, please let us know. Cheers. Best regards, 3D Sound Group.
  6. Hi @jbfproductions, Thank you for your feedback. We really appreciate about the information you have provided. We have reproduced this phenomenon and are working really hard to come out the solution. The solution would be built after a few days later. We want to invite you to be the first one, as the user of our solution. Please mail to Prof. 3D Sound, whos mail address is vive3dsp@htc.com We would contact you as soon as the solution has been prepared. Best regards, 3D Sound Group
  7. Hi AmeliaPan, In audio clip, the audio file is extracted and played by Unity, therefore the supported file type is the same as Unity. In the Unity document, the supported audio formats are listed as follows: Supported formats Format Extensions MPEG layer 3 .mp3 Ogg Vorbis .ogg Microsoft Wave .wav Audio Interchange File Format .aiff / .aif Ultimate Soundtracker module .mod Impulse Tracker module .it Scream Tracker module .s3m FastTracker 2 module .xm For further information, you can reference to Unity documentation page: https://docs.unity3d.com/Manual/AudioFiles.html Best regards, Prof. 3D Sound
  8. VIVE 3DSP Audio SDK version 1.2.1 can be downloaded now! https://developer.vive.com/resources/knowledgebase/download-vive-3dsp-audio-sdk/ The online VIVE 3DSP Audio SDK document are also available at: https://hub.vive.com/storage/3dsp/ If there is any questions, please ask in this forum. Best regards, Prof. 3D Sound
  9. Hi Nicholasvegas, VIVE Pro is the specific feature for VIVE Pro headset, which is designed to bring excellent spatial audio experience when you put on the VIVE Pro headset. The generic option is the original 3D sound in VIVE 3DSP, which is designed to fit almost all headsets and headphones. You are encouraged to choose the VIVE Pro option when you create the VIVE Pro specific content. Best regards, Prof. 3D Sound
  10. Hi Lor, It depends. The occlusion effect is for simulating sound decreasing when passing through an obstacle. The frequency dependent mode would simulate sound level changes , with frequency considered. The frequency free mode is simulated only the sound level difference. If the loading is critical in your case, you should choose frequency free mode. In other case you could use frequency dependent mode. Best regards, Prof. 3D Sound
  11. Hi @Gikey, While a Unity scene is playing, it would use only one spatializer plugin. If you want to try 3DSP, there is an easy way to get the 3DSP spatializer effect: install the 3DSP SDK and set the Unity spatializer to 3DSP. The spatializer effect would be changed to 3DSP spatializer. It is the easiest way to experience the spatializer effect of 3DSP, but all other 3DSP effects would not work in this method. It would be the best way that save your scene to a new one, and replace all components to 3DSP. In this way you can experience all the features that 3DSP provides to you. Hope that you would feel good to VIVE 3DSP. Best regards, Prof. 3D Sound
  12. Hi SpaceFx, Definitely VIVE 3DSP unreal plugin would keep supporting new features. It is hard to say when it would support v1.1.0, but we are working on this. Thank you for your patience. Best regards, Prof. 3D Sound
  13. Hi @James Bond, Both VIVE 3DSP point source decay and Unity logarithmic roll-off are based on the sound energy decay model of point source. That is, if the audio is emitted from a perfect point, what its energy would be after transmitted at a few distance away from the original position. If point source decay are chosen, the "minimum decay volume (dB)" slider bar would show up. It is the minimum amount of decreased gain caused by VIVE 3DSP sound decay effect. For example, if you want a ghost appeared really far away, but you still want the user hear him screaming, you could keep its sound by setting a reasonable minimum decay volume value. Hope that answers your question, please feel free to ask if there is any. Best regards, Prof. 3D Sound
  14. Hi Immersive Sound VR, Thank you for your kindly reply. The VIVE 3DSP Audio SDK does not have this feature currently. This is under planning and may be included in VIVE 3DSP in the future. If you have any further questions, please ask here and we would be happy to help you. Best regards, Prof. 3D Sound
  15. Hi Immersive Sound VR, Thank you for your interest. We are glad to hear from you. To clarify your question, would you like to share how you use VIVE 3DSP? What is the scenario in Unity scene that you want to output an ambisonic mix from the 3DSP audio component? You also said that binaural (stereo) mix can be done but doesn't Vive 3DSP output third order ambisonic mix too. Generally, when the VIVE 3DSP is installed, the binaural (stereo) mix would contain the ambisonic output. So would you like to tell us what the binaural (stereo) mix is in your description? May I also ask how do you set the binaural (stereo) mix, as well as the third order ambisonic mix? If you come up with any thing, please feel free to share to us. We would do our best to help you. Best regards, Prof. 3D Sound
  16. Hi PiskeBoBo, This is a very good advice and we are always considering this option. However, there are more excited features which are developed currently, therefore it will be fulfilled in the future. For the temporary solution, you can copy the game object to a new one, and reshape the new game object by tuning its size. The new game object would have the same material settings as the old one. The room effect would coincide to the new room because VIVE 3DSP Room effect could automatically adjust itself by the room size. Hope this solves your problem. Thank you for the advice and please be patient. Best regards, Prof. 3D Sound
  17. Hi @Catherine_, The latest VIVE 3DSP SDK has been released. The VIVE 3DSP Unreal SDK based on 3DSP native library 1.0.0 is also included. You can download from the following link: https://developer.vive.com/resources/knowledgebase/download-vive-3dsp-audio-sdk/ Please try it and feedback if there is any suggestions. Thank you. Prof. 3DSound
  18. Hi @AmeliaPan The listening experience is different from person to person. It is hard to say that, there is one general set that suits for all people. Fortunately, some good presets are possibly found. I would like to suggest you to see the graphic equalizer presets in some commercial equalizer software. Those presets are tuned for professional music producers, so you can try to tune your parametric equalizer to be close to those presets. After that, you could fine tune parameters to get your own presets! In VIVE 3DSP, the parametric equalizer also provides the frequency response graph, so that you could see the tuning result immediately. It would be much easy for your tuning. Hope this helps you. Any questions are welcome to ask in this forum. Best regards, Prof. 3D Sound
  19. VIVE 3DSP Audio SDK version 1.1.1 can be downloaded now! https://developer.vive.com/resources/knowledgebase/download-vive-3dsp-audio-sdk/ The online VIVE 3DSP Audio SDK document are also available at: https://hub.vive.com/storage/3dsp/ If there is any questions, please ask in this forum. Best regards, Prof. 3D Sound
  20. Hi @Lor, There might be 2 reasons that I could come out currently: 1. For human sound perception, the sound decay speed in line source decay is half of the real-world or point source sound decay. So the decay effect of line source decay is not as obvious as real-world or point source decay. 2. Except for real-world decay, all other sound decays have the "minimum volume decay (dB)" option. The value set here would be the least volume decrease of sound decay effects. Therefore you don't hear any changes when the sound source is far enough to the listener. If neither the above reasons are the cause of your question, please show us the detailed settings used in your comparison. We would like to do our best to explain. Best regards, Prof. 3D Sound
  21. Hi @Nicholasvegas Currently the VIVE 3DSP audio SDK does not have sound examples as you mentioned. There are some packages in the Unity asset store. Maybe you could try first. If you have further questions when using VIVE 3DSP audio SDK, please ask on the forum again. Thank you. Best regards, Prof. 3D Sound
  22. Hi @Using namespace In 3DSP audio source, there is a function called export audio file. It allows you to save the output of Unity audio source, processed with gain, graphic equalizer and parametric equalizer in 3DSP audio source. You can tune the listening experience in Unity, and do the other processing in your favorite tools. The other function called record audio files, which is in 3DSP audio listener, save what the audio listener would hear into an audio file. If you play each audio source at a time, you can record the final output, processed with all 3DSP audio effects, into a file. After that, you can do your work at your favorite tools. It is really good to hear your feedback. You are always welcome if you have further questions. Best regards, Prof. 3D Sound
  23. Hi P4688, This is a very good question. If the user is in the overlapped region of several rooms, the room with minimal volume would be chosen as the current room that the user is stayed inside. This is calculated in real-time therefore it would be updated automatically, when the user walks around. If there is any problem in your designing progress, please post in the forum and we would like to help you. Best regards, Prof. 3D Sound
  24. Hi James, You are right. For using VIVE 3DSP audio source, it does not require audio mixer to generate spatial audio. We don't design the VIVE 3DSP specific audio mixer for audio source. It would not gain any benefit for VIVE 3DSP audio source if you set the audio mixer. The VIVE 3DsP audio source is designed without audio mixer because it is easier for developers to set spatializer effect. No additional step is needed except selecting VIVE 3DSP audio source in the same object with unity audio source. It would make your work easier and prevent any surprises if you forget to select the audio mixer. Hope that you would be happy with VIVE 3DSP SDK. Thank you. Best regards, Prof. 3D Sound
  25. Hi PiskeBoBo, As the document described, the room effect is dominated by two effects: early reflection and late reverberation. Both are influenced by the room size, room shape, and the material of walls of the room. If the room is able to be defined properly, the options of material of walls and the parameters for adjusting the output of early reflection and late reverberation should be provided. They are independent factors but all would influence the room effect. As described in the VIVE 3DSP document, the reflection level sets the volume level of the reflection. It is applied on all resulting signals of the reflection effect; The reflection rate is the parameter of sound reflection ability of the wall. It is applied on only the specific reflection of the specific wall. Hope that this explanation answers your questions. If not, feel free to ask any questions you have. Best regards, Prof. 3D Sound
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