dearVR 3D audio reality engine released!

Hi everyone and welcome to dearVR 3D audio forum!

Our new dearVR assetoffers you a professional solution for positional 3D audio and ultra-realistic acoustic room virtualisation in unity. It is pretty easy to use with the Unity Spatialization SDK (+5.2) and made for VR, 360° cinema and all different kind of games.

The dearVR asset works with any pair of headphones. With it, you are able to create a realistic, three-dimensional sound space around your listener. Just like natural listening, one will hear sound sources outside of the head with a genuine feeling of distance and different directions.

What makes the dearVR 3D audio asset special is the way it virtualizes all different kinds of acoustic settings with a great amount of realism. We combined positional and distance perception with reflections and reverb to achieve ultra-realistic virtual acoustics. 45 different presets are included within the asset. From a car to a cathedral, from a small alley to a concert arena - with the 45 virtual acoustic presets nearly any virtual scenario can be simulated. With different parametersyou can easily suit them to your scenes.

Features

● Realistic Spatialization for Unity Audio System
Turn your unity project into an immersive 360° sound experience for headphones.

● 45 Virtual Acoustic Room Presets
From a small car to a huge church – presets for the most common production needs.

● Multiple Reverbs on one audio source
Reverb Groups can be connected to various audio sources.

● Real-Time Room Analyzer for Auralization
Reflections based on the room geometry.

● Acoustic Occlusion
Simulates alterations within the soundfield for audio sources obstructed by objects or walls.

● More features coming soon…

Useability

● Build for Unity Spatialization SDK (+5.2)

● Simple to setup and customize

● Integrated in Unity Audio Mixer

Compatibility

● VR Ready for all HMD devices

● Works with any pair of headphones

● Flag for Stereo Loudspeaker Mode

● For PC / Mac / iOS / Android

Get it here:
__http://u3d.as/oq8__

Please visit our website for more information and demos.
www.dearvr.com

Or enjoy our video:

__https://www.youtube.com/watch?v=34Y0dwVBq4c__

We are convinced to offer you one of the most powerful 3D audio experiences available for unity!
Feedback is welcome!

Cheers,
dear reality

This looks awesome.

Question: the game I’m working on basically takes place outside in a completely open environment, so obviously the reverb part isn’t going to be of much use to me. Will this still be good for spatializing my sound sources?

Looks a very cool system, I wonder if it could help in the following case. I have a scene where a car is driving around going through tunnels, under bridges etc so needing some reverb effects but the listener is watching this from a distance, can you system apply the reverb to the car as it goes through a tunnel so it sounds correct to the listener outside the tunnel?

Thanks!
If the open environment means outdoor, you can select the Outdoor presets.
Yes, you can disable the Internal Reverb flag or select the Direct_Signal or Reflections_Only preset for each sound source to disable the reverb.

This will work fine for the perception of direction and distance and btw saves some performance!

Yes, you can send the car sounds to different Reverb Buses in the Audio Mixer, e.g. one for outdoor and one for the tunnel and disolve between different MixerSnapshots when the car enters the tunnel.

If you still want to localize the car sound damped when it’s in the tunnel, just add Occlusion to the car sound and give the tunnel object a layer that is activ in the Occlusion Objects LayerMask.

Just write me if that worked out for you.

I bought this asset and it is fine if I attach it to a game object with audio source. But a lot of people (and me) are using Master Audio. It would be great to support it. I tried to get it working together but failed. It is complicated and the performance is very poor then. Do you plan to integrate it?

Yes, Master Audio and Fabric are on our Roadmap! I’ll check it and try to bring the Master Audio compatibility in the v1.1 update of dearVR. Can you give any more details about your failed try? e.g. with how many sources and clips?

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@SideShowBobMS , would Linux support happen to be on your Roadmap for dearVR as well? It would be useful when SteamOS is supported for the Vive and other HMD’s. The product looks great!

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Yes, Linux support is on our dearVR roadmap. First tests on Linux and Embedded Linux were running well.

Thank you!

Hi, if i use Maximize on Play in the game window i can`t here the sound anymore.

Hi,
sorry, but i’m not able to reproduce this kind of bug. Could you sent us some details about your system via support@dear-reality.com

And - don’t be angry with me - check the status of the „Mute audio“ button right next to „Maximize on play“…

Best
Achim

Windows 10, Unity 5.4 f3 here. Mute Audio is disabled.

Edit: In maximized mode i can hear the sound start for a very short time (maybe 1 or two millisecs) then it gets cut.

Hi unicat,
just tested the dearVR v1.1 on our Windows 10, Unity 5.4.0f3 with and without Maximize on Play and everything worked fine.
Can you try to reproduce the issue with an empty project only importing the dearVR Asset? If yes, please contact our support emailadress (see above) and sent the test project.

Ok, will try it.

Ok, imported in an empty Project and tested the example Scene. Same problem. The file is to big to send it to you, even 7zipped.
It is not much important to me, because it works in the minimized window and in the .exe.

@SideShowBobMS , I am experiencing what appears to be a bug in dearVR. After disabling and re-enabling a GameObject with a DearVRsource script attached, the sound isn’t audible when played the second time. I tried changing every setting and couldn’t get it to work. Our current workaround is to destroy the gameObject after playing and re-instantiating it from a prefab to play the sound again at a later time, but that’s impractical in some situations and generally not the best practice. Is this a known issue? I could send you a sample scene if it would help. Thanks in advance.

Hi @o3a , thanks for your feedback! We were able to reproduce this behaviour and are working on a fix. If you send a short mail to our support http://dearvr.com/support/ we can supply you with a hotfix-version as soon as possible. We will post the results here.

Hey @o3a , we have fixed the issue.
And it will be part of our next update, that we are going to upload to Unity Asset Store this week (+ Unity review process takes a few days). If it’s urgent, just send me your dearVR Invoice No. per mail and I’ll send you the hotfixed version immediately.

dearVR was just updated to v1.1.1 in the Asset Store: dearVR UNITY - 3D Audio Reality Engine | Audio | Unity Asset Store
WARNING: Due to changes in Unity’s (5.3.6+) internal audio engine, that we have no influence on, left and right channels of stereo clips have to be summed. So the value for “inputChannel” 0.0 is fix now and the parameter is depricated. We recommend to recheck your mix and work with mono files from now on. (In case you are working with older dearVR versions, please make sure to set “input channel” to 0.0)

  • Fixed input channel paremter to 0.0
  • Fixed not playing sources after deactivation and reactivation
  • Enabled mono audio clips for spatialization
  • Enabled ENABLE_BITCODE for iOS
  • Enabled dearVRPlayOnAwake on OnEnable
  • Auto detecting Android architecture as ARMv7 now

Hi, I am also useing Master Audio and would LOVE to use DearVR with it. I purchased DearVR in hopes of using it in my current project, but when linking the DearVR Engine to a mixer track, nothing changes. Then, if I add the DearVR Reverb, all the sounds on that channel or conneceted to it don’t play at all.

If you could have that in the next update, that would be wonderful.

Thanks!