VST Options and Parameters

The audio tracks assigned to the Oculus Spatializer VST appear in the 2D view as colored dots. You can drag the dots in the 2D view to change their position in the soundscape and adjust other options and parameters. Click the XZ and XY buttons to change between top-down and front-facing 2D views.

Recording Options

You can render the spatialized sound sources in the Oculus Spatializer to an ambisonic stream:

  1. Put the Oculus Spatializer into ARMED mode.
    1. Click REC OFF.
    2. Enter the .wav filename you want to render the ambisonic stream to.
  2. Click or activate Play in your DAWS.
Note: The position of the HMD does not influence the rotation or attenuation of the ambisonic stream.

To cancel ARMED mode, click ARMED.

Config Options

Click Config to open the Configuration page. There are two tabs on this page, Instance and Global.

Instance Options

Label field

Label the track for easy identification in the 2D and HMD views.

Color picker tool

Change the color of the circle representing the track for easy identification in the 2D and HMD views.

Input

Select mono or AmbiX stream source.

Output

Sets the spatialization mode for the track, dependent on the Input.

  • Binaural: If input is Mono, renders output as point-source spatialized sound. If output is AmbiX, renders output using the Oculus ambisonic decoder.
  • Ambisonic, OculusAmbi Mode: If input is Mono, encodes the output into AmbiX 1st order format, and then decodes output using the Oculus ambisonic decoder. This is useful as a preview device to compare the audio decoding between binaural and ambisonic. If input is AmbiX, renders output using the Oculus ambisonic decoder.
  • Ambisonic, Virtual Speaker Mode: Output is rendered using a virtual array of eight, point-sourced and spatialized speakers, each located at the vertex of a cube located around the listener. If input is Mono, encodes the output into AmbiX 1st order format first, and then decodes output using the virtual speaker mode. If input is AmbiX, decodes output using the virtual speaker mode.

Global Options

BPM

Activates a beacon in the HMD that pulsates in sync with the BPM.

Time Info

Displays the BPM and the current DAW measure and beat in the HMD

Show XYZ axis

Displays the axis in the HMD

Local Track Parameters

The top two rows of dials on interface contains parameters that affect the individual track.

Local track parameters are used to set up the location of a sound source in 3D space, and to shape the attenuation of the sound as it gets further away from the listener.

These parameters are stored with the project when saving and loading.

Note: If you have a mouse with a scroll wheel, you can change the values in the interface by hovering over the dial and rotating the wheel.

Bypass

Prevents audio from being processed through the spatializer.

GAIN(dB)

[0.0 - 24.0]

Increases processed signal volume (in decibels).

NEAR (m)

[0.0 - 175.0]

Sets the distance from the listener at which a sound source will start controlling the attenuation curve (in meters). The attenuation curve approximates an inverse square and reaches maximum attenuation when it reaches the Far parameter.

In the 2D grid display, the radius is represented by an orange disk around the sound position.

FAR (m)

[0.0 - 175.0]

Sets the distance from the listener at which a sound source reaches maximum attenuation value (in meters).

In the 2D grid display, the radius will be represented by a red disk around the sound position.

X/Y/Z Pos (m)

[-100.0 - 100.0]

Sets the location of the sound relative to the listener (in meters). The co-ordinate system is right-handed, with Y-axis pointing up and the Z-axis pointing toward the screen (a.k.a. Oculus coordinate system).

Global Track Parameters

These parameters are global to all instances of the plugin within the DAW. Any parameter changed in one global parameter plugin instance will be reflected in all global parameter plugin instances, allowing the user to easily set global parameters for all tracks.

These parameters are stored with the project when saving and loading.

REFLECTIONS

Toggles the reflection engine, as defined by the reflection global parameters. This enhances the spatialization effect but incurs a commensurate performance penalty.

REVERB

When enabled, a fixed reverberation is mixed into the output, providing a more natural-sounding spatialization effect. Based on room size and reflection values (see X/Y/Z Size and Left/Right, Forward/Backward, Up/Down Refl.).

If X/Y/Z Size, Near, Far, or Refl. parameters are changed, reverb must be turned on and off again for the changes to take effect (this avoids hitching artifacts). Reflections must be enabled to use.

X/Y/Z Size (m)

[1.0 - 200.0]

Sets the dimensions of the theoretical room used to calculate reflections. The greater the dimensions, the further apart the reflections.

In the 2D grid display, the room will be represented by a cyan box (this will only display if Reflections are enabled).

LEFT/RIGHT, FORWARD/BACKWARD,UP/DOWN REFL.

[0.0 - 0.97]

Sets the percentage of sound reflected by each wall in a room with the dimensions specified by the X/Y/Z SIZE parameters. 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.
Note: High reflection values in small rooms may cause distortion due to volume overload. Sounds reflect more energetically in small rooms because the smaller walls absorb less sound, and shorter travel distances result in less air dispersion. Larger rooms therefore allow for higher reflection values without distortion. If you encounter distortion in rooms in the ballpark of 5 x 5 x 5 or smaller, this could be a factor.

Other Buttons and Toggles

ABOUT

Displays the current version of the VST (which matches the version of the Oculus Audio SDK being used). The Update button navigates to the latest Audio SDK in the Oculus developer site.

XZ/XY (toggle)

Changes the 2D grid display from top-down (XZ) to front-face (XY). The head model in the center of the grid will change to indicate which view you are in, making it easier to understand the relationship between the sound location and head position.

SCALE (m)

[20.0 - 200.0]

Sets the scale of the 2D grid display (in meters). This allows the user to have greater control over the sound position placement.