Anyone tried this?
It’s pretty amazing. Is there any way something like this can be done in Unity? I’d love to be able to hear even with cheap headphones where sounds are coming from, etc.
Anyone tried this?
It’s pretty amazing. Is there any way something like this can be done in Unity? I’d love to be able to hear even with cheap headphones where sounds are coming from, etc.
Could safe to assume alot of that sound comes from the way it is recorded. But in a program like sound forge you can alter many audio setting. I dont think alot of achieving that sound has to do with being achieved in unity. Unless its some sort of audio component that unity doesnt support which I doubt. I think its just good audio mixing and some nice recording equipment.
They’re talking about an algorithm they used and a sound buddy of mine told me that this is all fake - that you wouldn’t need separate samples from various angles or anything like that.
Is there any way this could be done in Unity? I don’t understand a lot of the low level stuff, but I imagine that you’d position the sound in 3d space (we do this already), then there’d be a script running in Unity that’d figure out where the sound is in relation to the player and the audio component would do its thing and manipulate the sound accordingly.
This would be pretty freaking amazing for a lot of games.
I do suppose that by placing several enviormental audio components around the scene you could have different volume levels on each of them. Through a script distance could be modified to control the volume outputs. my best guess.
From what I understand, what’s causing this stereo effect isn’t only volume, but also latency. Does anyone from the Unity3d team know how this is being done?
this is done in a sound room with 2 mics and a sound channel mixer the mikes are most likely placed on a maequins head so that its pysical presence can say mask or shadow out the sound waves of say the left ear when the person is on the right side and such the algorithm he’s talking about is a technical term for the process that our own brains use to calculate positions of an object if you were to say place a blindfolded person in a room sound absorbant walls with no sound whatsoever and sudenly put a sound source in exactly 2 meters behind and to the left of the persons head they would have no way of telling how far away the object is untill it moves. at which point the persons brain would then start working out the position. you can fool the person into thinking that the sound is moving closer or farther away without moving te sound source too by adjusting the volume. the algorithm has nothing to do with programing.
its sound engineering basicly for recording purposes.
if there is such an algorithm that has been translated to code then the player would require 2 sound listeners. but by reverse engineering such an algorithm the sound source could calculate the speaker volumes for left and right based on player position + rotation
this would be the most likely solution to your problem and would require only one single listener if any at all. i believe unity 3 uses a new/Updated sound engine that does this but dont quote me on that hope this helps
Salut