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The following properties are found within the OSP effect editor:
Bypass – Use native panning | Disables spatialization. All sounds routed through this bus receive Wwise native 2D panning. |
Gain (+/-24db) | Sets a global gain to all spatialized sounds. Because the spatializer attenuates the overall volume, it is important to adjust this value so spatialized sounds play at the same volume level as non-spatialized (or native panning) sounds. |
Global Scale (1 unit = 1 m) | The scale of positional values fed into the spatializer must be set to meters. Some applications have different scale values assigned to a unit. For such applications, use this field to adjust the scale for the spatializer. Unity defaults to 1 meter per unit. Example: for an application with unit set to equal 1 cm, set the Global Scale value to 0.01 (1 cm = 100 m). |
Reflections Engine On | Enables early reflections. This greatly enhances the spatialization effect, but incurs a CPU hit. |
Late Reverberation | If this field is set, a fixed reverberation calculated from the early reflection room size and reflection values will be mixed into the output (see below). This can help diffuse the output and give a more natural sounding spatialization effect. Reflections Engine On must be enabled for reverberations to be applied. |
Shared Reverb Attenuation Range Min / Max | Controls the attenuation calculations for the spatial reverb. For more information, see Attenuation and Reflections. |
Reflections Range Max | Range of the attenuation curve for reflections. This is the distance at which the reflections go silent, so it should roughly match the attenuation curve in Wwise. For more information, see Attenuation and Reflections. |
| Room Dimensions Width / Height / Length | Sets the dimensions of the room model used to calculate reflections. The greater the dimensions, the further apart the reflections. Value range is 1-200 meters for each axis. |
Wall Reflection Coefficients | Sets the percentage of sound reflected by walls for each wall specified for a room (Left/Right,Forward/Backward, Up/Down). At 0, the reflection is fully absorbed. At 1.0, the reflection bounces from the wall without any absorption. Capped at 0.97 to avoid feedback. |
Up to 64 sounds running through the bus are spatialized. Subsequent sounds use Wwise native 2D panning until the spatialized sound slots are free to be reused.
All global properties may be set to an RTPC, for real-time control within the user application.
In the main menu, set your audio output configuration to a 2.1 or 2 Stereo Channel Configuration (Speakers or Headphones). The spatializer will not work on higher channel configurations.
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 complemented with a separate reverb.
IMPORTANT: When early reflections are enabled, you must ensure that the room size is set to be large enough to contain the sound. If a sound goes outside the room size (relative to the listener's position), early reflections will not be heard.