We're pleased to announce that our 3D Audio Plugin for Unity is Now Available! You can learn more about it and request access to it here:
https://developer.qualcomm.com/software/3d-audio-plugin-unity
Please post any questions you have on this Plugin here in this forum. Thanks.
- Rick
Is there a simple sample project? Thanks.
If you can direct message me with your email, we'll send you a simple project you can test with.
Keep in mind missing any of the steps below could result in silence:
-Rick
I'm finding that this plugin does not work for Unity 2018.3.1. Once I change the audio settings, no sound is produced. My original project was built in 2017 which worked fine. Anyone else have this experience with 2018?
Apologies for the very late reply, but we just released version 1.1, which has been tested on Unity 2018.x. The download link has been updated to point to the latest: https://developer.qualcomm.com/download/software/3daudio-unity/3d-audio-...
Release notes:
https://developer.qualcomm.com/software/3d-audio-plugin-unity/release-notes
I have installed the latest version 1.1 and yes it does work with Unity 2018.4.
What does not work is the reverb room. I thought maybe the way I was trying to implement it was making it not work, but I tried just a new unity project, followed the direction of setting up the audio listener, dummy audio sources, custom mixer and reverb room and it just doesn't process the reverb. it is always dry.
Hi colburn,
Sorry it's not working out the box; let's try to get to the bottom of it!
Success! The key thing was the settings themselves. I have a few questions though. On the Q3DAudioObjectOut script, I understand Gain. The time adjust I understand too that it makes a longer reverb tail, but the Bright Adjust is puzzling. It says that it's the ratio across high and low frequencys. I would assume that if I want an even spread, I would choose 0, but that setting seems to remove the reverb. I then tried 1, thinking a 1:1 ratio and that seems too long. My project has a room that is 4x4x3 with drywall walls, acoustic ceiling and carpet floor. Qualcomm doesn't have a carpet preset, so I opted for curtain heavy. I know the rt60 of this room is .25 seconds. I'm trying to duplicate that. Given this information, what ratio should be set on bright adjust and also, what wet/dry mix would be appropriate?
also on the same script, What is the meaning of the material number zero through 22 and how to they relate to the material presets? For example, if i chose dry wall for teh walls on the audio room object, what is it's equivalent number for RoomMatWalls in the Mixer?
Good questions; colburn -- I asked our reverb dev for more information, and here's what she said:
BrightnessAdjust adjusts the ratio between High Frequency (~5kHz) reverb level/decay time vs. the low frequencies. If it is set to 1.0, that means the high frequencies' reverb effect/decay time is identical to the low frequencies. If it's set to 0, then there is almost no reverb effect/decay-time on the high frequencies.
(I've asked for a more precise description of what's considered "high frequencies" and whether the reverb effect is a hard cutoff or a smooth curve across frequencies, and I'll reply here when I get that information. Also, that means that the maximum value for Brightness should be 1.0 -- I'll fix this in the next release, and insert more information into the Brightness tooltip as well).
WetMix is a linear function that defines the mix ratio between dry and wet sound. A value of 0 results in dry signal only, while 1000 results in wet/reverb signal only -- 500 results in 50% wet, 50% dry, and so on.
The material number floating point values get rounded down to integers that correspond to the values from the vr_audio_room_material_type enum defined in YourProject/Assets/Q3DAudio/Q3DAudioRoom.cs; this interface is sadly a limitation of the Unity Editor. (So for example, any value from 2.0 to 2.9999 means VR_AUDIO_MATERIAL_BRICK_BARE, any value from 3.0 to 3.99999 means VR_AUDIO_MATERIAL_BRICK_PAINTED, and so on). I will insert this information into the tooltip for the next release, though.
Thanks very much for the feedback; it makes the tool better!
Thanks for the response. based on what you are saying the following chart would correct to select the different material.
0 = Transparent
1 = Acoustic Ceiling Tiles
2 = Brick Bare
3 = Brick Painted
4 = Concrete Block Coarse
5 = Concrete Block Painted
6 = Curtain Heavy
7 = Fiber Glass Insulation
8 = Glass Thick
9 = Glass Thin
10 = Grass
11 = Linoleum On Concrete
12 = Marble
13 = Metal
14 = Parquet On Concrete
15 = Plaster Rough
16 = Plaster Smooth
17 = Plywood Panel
18 = Polished Concrete or Tile
19 = Sheet Rock
20 = Water or Ice Surface
21 = Wood On Ceiling
22 = Wood Panel
Yes, your table looks correct.
In continued conversations with the author of our reverb module, the WetMix is a simple linear function (so 500 means half dry, half wet, and so on) -- I edited my previous responese to include that fact.
She's looking into whether or not our reverb makes it possible to dial in a specific rt60 value and I'll let you know if I learn more -- but I suspect you'll need to approximate the effect through trial and error, which obviously isn't ideal. (I can't promise we'll add a "dial-in-an-rt60 value" feature, but I can promise that I'll try to convince the right folks next chance I get!)
Thanks again, and let me know if you want to continue the conversation!
Hello there, I just realized that my requested version was 1.1 but right now there as a 1.2 version out there. Do I need to go through the whole request 3d audio plugin for Unity process again? Will I need to do that for every update too?
Thank you for your time.
Version 1.2 is downloadable here:
https://developer.qualcomm.com/download/software/q3daudio.1.2.unitypackage
Release notes:
https://developer.qualcomm.com/software/3d-audio-plugin-unity/release-notes
synthercat,
Thanks for reminding me to post the 1.2 download link, and apologies for neglecting to do so earlier!
I believe you need to sign up only once, and can then freely access all version download links - which I ought to post in a more timely fashion.
Let me know if you run into any other trouble, and thanks again for the note!
Cheers,
Nathan
we are happy to see this new! please add any projects as example.
The reverb room is what doesn't work. I experimented with a brand-new Unity project and followed the instructions for setting up the audio listener, dummy audio sources, custom mixer, and reverb room, but it just doesn't process the reverb. At first, I thought maybe the way I was trying to implement it was making it not work. It's always been dry.