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  • #385

    bbboren
    Participant

    Hi, I have a couple of questions about the Audio Source objects using the Realspace3D plugin in Unity:

    1) Do the sources have to be in the center of the virtual room they define (for interior sources)?
    2) I assume this take room size and reflection coefficient to use image-source modeling for early reflections. Does it do this just for early reflections, or all the way to the highest reflection order selected? Or is there ray-tracing being used instead of ISM?

    Thanks so much for your attention!
    Braxton

  • #388

    Rod_RealSpace3D
    Keymaster

    Hello Braxton,

    The sources do not have to be in the center of the room. You can detach the “environment setter” from the sound source. Move the “environment setter” to the root of the Hierarchy window and re-name so that you can easily find it, if you should move other “env setters” to the root. Position the “env setter” (shrink, expand, move) to be the size of the room. You can then move the object that will emit the sound where ever you wish in the room.

    We are in the process of making this more intuitive and easier to use.

    By using the “Advance” drop down on the RS3D AudioSource component you can adjust the “Max Reflection Order” and the “Reverb Length” (in seconds). By adjusting the “max reflection order” up you get more reflections calculated but the trade off is a little longer computation time.

    And, without giving away the “secret sauce” it is a modified ISM. 😉

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