The following steps describe how to apply the Oculus Spatializer and Oculus Ambisonics in FMOD Studio.
Before you can use the Oculus Spatializer for FMOD, make sure to set up the spatializer. See the steps in Set Up the Oculus Spatializer Plugin for FMOD.
Create a new event. In FMOD Studio, go to Events, and select New Event or New 3D Event, depending on what version of FMOD you are using.
Find and select the event’s master track.
Select and delete the 3D Panner.
Add the Oculus Spatializer plugin. In the event deck, open the context menu and choose Add Effect > Plug-in Effects > Oculus Spatializer.
When you run the FMOD spatializer, up to 64 sounds running through the bus may be spatialized.
The following image shows the Oculus Spatializer for FMOD.
The following table lists and describes settings for the spatializer.
|Input format||Set the master track input format to mono by right-clicking on the metering bars on the left side and choosing Mono. |
|Reflections||Set to On to enable reflections calculations. Reflections take up extra CPU, so disabling can be a good way to reduce the overall audio CPU cost. Reflections will only be applied if the Reflection Engine is enabled on the Oculus Spatial Reverb effect. For more information, see Attenuation and Reflections section of the Audio SDK Guide.|
|Attenuation||Set to On to enable the internal distance attenuation model. If attenuation is disabled, you can create a custom attenuation curve using a volume automation on a distance parameter.|
|V Radius (volumetric radius)||Specifies the radius to be associated with the sound source, if you want the sound to seem to emanate from a volume of space, rather than from a point source. Sound sources can be given a radius which will make them sound volumetric. This will spread the sound out, so that as the source approaches the listener, and then completely envelops the listener, the sound will be spread out over a volume of space. This is especially useful for larger objects, which will otherwise sound very small when they are close to the listener. For more information, see these blog articles.|
|Range Max||Maximum range for distance attenuation and reflections. Note that this affects reflection modeling even if Attenuation is disabled.|
|Range Min||Minimum range for distance attenuation and reflections. Note that this affects reflection modeling even if Attenuation is disabled.|
Make sure that your Project Output Format is set to stereo. You can access this option on the Edit menu: Edit → Preferences → Format → Stereo.
Note that the room model used to calculate reflections follows the listener’s position and rotates with the listener’s orientation. Future implementation of early reflections will allow for the listener to freely walk around a static room.
When using early reflections, be sure to set non-cubical room dimensions. A perfectly cubical room may create reinforcing echoes that can cause sounds to be poorly spatialized. The room size should roughly match the size of the room in the game so the audio reinforces the visuals. The shoebox model works best when simulating rooms. For large spaces and outdoor areas, it should be complimented with a separate reverb.
The Oculus FMOD Spatializer supports Oculus Ambisonics in the AmbiX (ACN/SN3D) format. You must use the this feature with 4-channel ambisonic tracks.
To apply Oculus Ambisonics to an event:
Make sure the input to the ambisonic plugin is 4 channels. The following image shows an audio track with the Oculus Ambisonics plugin applied.