Hello guys!
I have a VR project where I have to play an ambisonic file. Any idea how to do this?
Are there any unity plugins? Even paid plugins… I just need something that works ![]()
Thank You
<3
Hello guys!
I have a VR project where I have to play an ambisonic file. Any idea how to do this?
Are there any unity plugins? Even paid plugins… I just need something that works ![]()
Thank You
<3
:(:(![]()
I’m trying to do the same.
Currently messing with the GoogleVR AudioSoundField object. It always spatializes the two audio clips that are attached to the object. Also you need to switch the AudioManager to GVR Audio Spatializer.
What I need to do is extract the 2 ambisonic channels (WY and ZX) from a .mp4 video file and play it synchronously with the video. Any help would be appreciated ![]()
First I will try and play it back separately with the muted video, maybe I’m lucky and it is in sync.
When I figure out a way I will post it here.
Cheers,
Phil
Update:
It’s possible to sync the video stream that plays back via the android mediaplayer with the GVR Soundfield audio stream. You can get the time samples of both and sync them at the beginning.
So the Gvr Audio Spatializer and Soundfield Object seem to work, also for GearVR.
Aside from the googlevr sdk you could also use Facebooks plugin for ambisonic rendering:
https://facebook360.fb.com/downloads/rendering-sdk/
Now that I actually had time to dive deeper into this, it seems pretty straight forward do add ambisonic audio to your 360 video player within unity.
Hope this info helps someone.
Right now I just manualy placed 6 sound sources. Top-Bottom-Left-Right-Front-Back … and I placed each WAV file in that spot. WAV have been exported on their own location.
So that Facebook SDK works?
What do you have to do exactly in order to have an ambisonic sound played?
I tried to download the FacebookSDK Unity demo… but I get an Error.
~~ @phili_maas ~~
nvm… it seems I made the demo scene work.
Hi GamerPET, Im stuck in this atm and this is the last step of my app, would you mind give me a hand?
Download the pack from here:
https://facebook360.fb.com/downloads/rendering-sdk/
There you will find some Unity stuff. There is that Example-Unity5 folder. You can open that project but you will get an error. After you open that project just open the TBAudioEngine_0.9.95.unitypackage … because the demo project doesn’t have the scripts.
If you need more help ask… but I will only be able to help tomorrow.
Hi GamePET, thank you very much for your help, I had read the script but just struggling how to use it,
I recently using GvrAudio Field but there are no sound when I output, would you mind share the process of the
TBEngine? it would be appreciated, Many thanks!
Well I just opened the Demo Scene and saw how they did it.
You need:
In the SpatDecoder GO you configure the sound.
Wen it should be loaded. When it should be played. Volume, etc.
Make sure that your TBE file is placed in the folder “StreamingAssets”.
thanks GP, I got the WY and XZ channel where should I put it in?
No idea how you export them… I just received a .TBE file, and that’s what you feed to the plugin.
ok, so your ambisonic file extension is TBE?
yes
thank you GamerPET
Hi GamePET, now I facing a problem of my project , I using Gvraudiofield but its not sync with my video, do you know is it possible to give it a 1 sec delay in it? thanks!
Well I use Playmaker to handle my “code”. I also use AVPro to handle my video. Since AVPro does not support Playmaker yet I simply use a hardcoded “wait” event. Normally I would want to use an Event that checks when the video is loaded… only then go to the next State that plays the video & audio.
Hello GamerPET, I’m trying to use Facebook SDK but when I try to listen in Android it doesn’t know where the .tbe is.
I have a post explaning better here: https://forum.unity.com/threads/cant-get-path-to-streamingassets-in-android.505569/#post-3298905
Do you have to modificate SDK to load audio file on a Android device?
Well I had my .tbe file in the StreamingAssets. I didn’t had to use any WWW.
The TB Spat Decoder had the Asset name there and it was setup to Load on AWAKE & Play asset on NONE.

When I was going to my play video state I was also doing this:

And so… my audio was starting.
What version of SDK are you using?
This is my Splat Decoder and I haven’t a Call Method
