This guide describes how to migrate a Unity project from the Two Big Ears 3Dception spatializer to Unity’s built-in Oculus Spatializer or the Oculus Native Spatializer Plugin (ONSP) that ships with the Oculus Audio SDK, using the Two Big Ears
3Dception_Example.unity scene found in the latest Non-Commercial 3Dception 1.2.4 package as an example.
Be sure to use the latest supported version of Unity. For up-to-date version recommendations, see the Compatibility and Requirements section of our Unity Developer Guide.
Before attempting migration, open the
3DCeption_Example.unity scene in the 3Dception NonComm package and verify that the scene works as expected by running it and moving the player controller around. We recommend using headphones for this step.
This section describes how to provide easy, basic spatialization to your Unity project using the basic spatializer included in some Unity versions. For more information, see First-Party Audio Spatialization (Beta).
Even if you intend to install the ONSP, we recommend going through this step first.
In the Unity editor, go to Edit > Project Settings > Audio and change Spatializer Plugin from 3Dception to OculusSpatializer provided by Unity (no need to install the Oculus integration yet).
There are two Game Objects within the Unity hierarchy with attached audio sources: one is under Robot, and the other is under AudioSource2. For both of these Game Objects:
In the AudioSource 3D Sound Settings, ensure that Doppler Level is set to 0.
Now, run the scene to hear the spatialization take effect. Note the following limitations:
These limitations can be addressed by installing the ONSP (see next step).
Overall signal gain may be attenuated when using the Oculus spatializer due to differences in spatialization algorithms. Gain can be easily adjusted by running sounds through a native Unity channel. For a quick guide to the native Unity audio mixer, see Unity’s Audio Mixer and Audio Mixer Groups tutorial.
If you are satisfied with the spatialization provided by the built-in Oculus spatializer, proceed to the Final Clean-Up section at the bottom of this guide. Otherwise, continue to the next section.
This section describes how to add additional features and control by importing the Oculus Native Spatialization Plugin to your project. The ONSP is available for download from our Downloads page.
Begin by reviewing the rest of our Oculus Native Spatializer for Unity Developer Guide and following the included installation instructions. Once installed, Unity will use the latest spatializer plugin found in Assets/Plugins, overriding the built-in Oculus spatializer described above.
We recommend trying the example scene
RedBallGreenBall to become familiar with the plugin features.
ONSPAudioSource component found in O
SPNative/scripts/ to the
AudioSource2 Game Objects. This will add additional parameters on the AudioSource, including:
You may now switch between 3Dception provider and OculusSpatializer and adjust the values within the
ONSPAudioSource component until they reasonably match 3Dception.
Another plugin will be exposed which can be added to a native Unity mixer channel. This plugin exposes the reflection engine, which will allow sounds to be treated with early reflections and reverberation.
If you are satisfied with the spatialization provided by the ONSP and do not need additional control, proceed to the Final Clean-Up section at the bottom of this guide. Otherwise, continue to the next section.
This section describes the following optional steps for advanced users who have installed the ONSP:
OculusSpatializerReflectionplugin to an audio mixer channel,
To begin, be sure to review the Audio Mixer Setup section in the Applying Spatialization page of our ONSP guide.
Unity’s native audio mixer includes a snapshot feature which may be used to change mixer plugin parameters. For more information on how snapshots work, see Unity’s Audio Mixer Snapshots tutorial.
The Oculus Spatializer integration includes the
ONSPReflectionZone.cs helper script. You may add it to a Game Object with a Box Collider, which manages calling any snapshots set up within the audio mixer. See the ONSP sample scene RedBallGreenBall for an example application.
To replace 3Dception reverb zones, first ensure that a Box Collider is on the Game Objects and verify that it is set to Is Trigger. Add
ONSPReflectionZone.cs to the Game Object. Then open the audio mixer and create snapshots that describe the zone’s reflection/reverb characteristics. Note that you can add transition times when triggering snapshots, which will help smooth the transitions from one zone to the next.
Finally, assign the snapshot to the
ONSPReflectionZone component. When the
AudioListener enters that new zone, the snapshot will set the new Reflection/Reverb parameters.
Experimentation is key when setting up zones with different snapshots. However, transitioning from TBE reverb zones to this new system should not be difficult, and it provides an effective way to model your reflection/reverb space.
Remove all Game Object and Components (scripts) left over from the 3DCeption integration:
TBE_3DCeptionfolder in the
If you have any questions about this procedure, please visit our Audio Developer Forum.