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Sound Properties

For a sound to be spatialized, you must ensure that sounds are set to use the bus to which you added OSP:

Ensure that your sound positioning is set to 3D:

Upon setting the sound to the OSP bus, a Mixer plug-in tab will show up on the sounds Sound Property Editor:

Parameters

The following properties are applied per sound source.

Bypass Spatializer

Disables spatialization. Individual voices / actor-mixer channels may skip spatialization processing and go directly to native Wwise panning.

Treat Sound As Ambisonic

Enable to treat sound as ambisonic instead of applying spatialization. Recommended for ambient or environmental sounds, i.e., any sound not produced by a visible actor in the scene. Note: attached sound must be in Ambix format. Please see Ambisonics in Supported Features for more information.

Reflections Enabled

Enables early reflections. This greatly enhances the spatialization effect, but incurs a CPU hit.

Oculus Attenuation Enabled

If selected, the audio source will use an internal amplitude attenuation falloff curve controlled by the Range Min/Max parameters.

Attenuation Range Min

Sets the distance at which the audio source amplitude starts attenuating, in meters. It also influences the reflection/reverb system, even if Oculus attenuation is disabled.

Attenuation Range Max

Sets the distance at which the audio source amplitude reaches full volume attenuation, in meters. It also influences the reflection/reverb system, even if Oculus attenuation is disabled.

Notes and Best Practices

Currently, only mono (1-channel) and stereo (2-channel) sounds will spatialize. Any sounds with a higher channel count will not be spatialized.

A stereo sound will be collapsed down to a monophonic sound by having both channels mixed into a single channel and attenuated. Keep in mind that by collapsing the stereo sound to a mono sound, phasing anomalies with the audio spectrum may occur. It is highly recommended that the input sound is authored as a mono sound.

Spatialized sounds will not be able to use stereo spread to make a sound encompass the listener as it gets closer (this a common practice for current spatialization techniques).