VR系列——Oculus Audio sdk文档:七、Oculus Spatializer VST 集成指南(2~3)——使用插件与轨道参数

使用插件(Using the Plugin)


这里写图片描述

  我们建议将Oculus Spatializer作为一种插入效果分配到你的DAW轨道中。通过这一轨道播放的任何声音都会受到空间化进程全局性的影响。
  We recommend assigning the Oculus Spatializer to your DAW tracks as an insert effect. Any sound that plays through this track will then be globally affected by the spatialization process.


轨道参数(Track Parameters)

局部轨道参数(Local Track Parameters)

  插件接口的的顶部包含影响各个轨道的参数。
  The top section of the plugin interface contains parameters that affect the individual track.

  局部轨道参数被设置用于定位三维空间中声源的位置,当声源远离听者时声音呈衰减趋势。
  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.

  当工程执行保存或加载操作时,这些参数都会被存储。
  These parameters are stored with the project when saving and loading.

Bypass防止声场定位技术自动处理音频。
Prevents audio from being processed through the spatializer.
GAIN(db)
[0.0-24.0]
增加信号的音量(单位:分贝)。
Increases processed signal volume (in decibels).
NEAR (m)
[0.0-175.0]
设置根据声源与听者的距离而控制的衰减曲线(单位:米)。该衰减曲线近似平方反比,并且可以得到最大衰减时的最远距离。
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.
显示在2d网格中时,声源上周围的橙色圆盘代表半径。
In the 2D grid display, the radius is represented by an orange disk around the sound position.
FAR (m)
[0.0-175.0]
设置声源到听者达到最大值衰减值的距离(单位:米)。
Sets the distance from the listener at which a sound source reaches maximum attenuation value (in meters).
显示在2d网格中时,声源上周围的红色圆盘代表半径。
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]
设置相对于听者的声音的位置(单位:米),采用右手坐标系,y轴向上z轴指向屏幕(又名Oculus坐标系统)。
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).
SCALE (m)
[20.0-200.0]
设置2D网格显示的比例(以米为单位)。这样可以让用户更好的控制声音的位置。
Sets the scale of the 2D grid display (in meters). This allows the user to have greater control over the sound position placement.


全局轨道参数(Global Track Parameters)

  在DAW中,对于插件的所有实例来说,这些参数都是全局变量。任何一个插件实例的全局参数被修改将影响所有插件实例的全局参数,让用户能够更容易地对所有轨道的全局参数进行设置。
  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.

  当工程执行保存或加载操作时,这些参数都会被存储。
  These parameters are stored with the project when saving and loading.

REFLECTIONS通过全局参数来设定,切换反射引擎。这样能够增强空间效果,但会带来相应的性能损失。
Toggles the reflection engine, as defined by the reflection global parameters. This enhances the spatialization effect but incurs a commensurate performance penalty.
REVERB启用状态下将会输出一个固定的混合声,使得空间化效果听起来更为自然。根据空间的大小和反射值(详见X/Y/Z Size和Left/Right, Forward/Backward, Up/DownRefl部分)。
如果X/Y/Z Size、Near、Far或Refl参数值发生变化,那么reverb必须要重启以使改变生效(这将避免了人为影响)。Reflections也必须要启用。
X/Y/Z Size (m)
[1.0-200.0]
设置理论空间大小来计算反射大小,空间越大反射范围越大。
Sets the dimensions of the theoretical room used to calculate reflections. The greater the dimensions, the further apart the reflections.
在2d网格的显示中,蓝绿色的方框代表空间(只有在Reflections启用时才会显示)。
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]
设置空间中每一面墙反射的声音的百分比,空间大小由X/Y/Z SIZE参数决定。值为0时,声音被完全吸收,值为1时,声音被反弹回来,没有被吸收。上限值设为0.97避免无反馈。
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.


其他按钮和切换(Other Buttons and Toggles)

注:如果你使用滚轮鼠标,你可以移动光标、上下滚动滚轮进行旋转。
Note: If you are using a scrolling mouse, you may change the rotaries with it by placing the cursor over the rotary and scrolling up or down.

ABOUT显示当前的VST版本(和Oculus Audio SDK的版本适配)。更新按钮会链接至Oculus开发站点上最新的Audio SDK版本。
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)改变了自上而下(XZ)到正面(XY)的二维网格显示。网格中心的头部模型将会改变来表明你目前的视角,这样可以更容易地理解声音位置与头部位置的关系。
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.


DAW-Specific注意事项(DAW-Specific Notes)

  本节将讨论在Oculus Spatializer Plugin中使用DAW-specific的注意事项。
  This section discusses DAW-specific caveats and issues for the Oculus Spatializer Plugin.

  Oculus Spatializer DAW 插件具有完整的立体声效果(左/右进,左/右出)。它只会处理来自左声道的信号并让这单声道信号通过3D空间。一些DAW在单声道频道上使用立体声音效时也可以正常运作,而有些DAW则需要特定的工作环境。
  The Oculus Spatializer DAW plugin is a full stereo effect (Left/Right in, Left/Right out). It will only process the incoming Left channel and allow you to move this monophonic signal through 3D space. Some DAWs will work properly when assigning a stereo effect to a monophonic channel, while others will require workarounds.

  总线上传输的多达64种声音可以进行空间化处理。
  Up to 64 sounds running through the bus may be spatialized.

DAWWindowsOS X补充
Ableton Live 9.1.7
PreSonus Studio One 2.6.5部分不支持单声道音轨。只能用立体声音轨,若使用单声道音轨,插件会使通道崩溃。你可以往插件中发送加入单声道音轨实现发送/返回效果,而不是插入效果。
Reaper 6.5
Steinberg Nuendo 6.5/Steinberg Cubase 8部分不支持立体声效果插入到一个单声道音轨。
解决办法1)将单声道音源放在立体声轨道,与OSP一起当做插入效果。
解决办法2)将单声道资源转化为立体声资源。目前,左声道的音源会受影响;不能选择右声道和立体声将会导致插件的崩溃。
解决办法3)将单声道资源当做立体声发送。


法律说明(Legal Notifications)

  VST是Steinberg Media Technologies GmbH.公司的商标与软件。
  VST is a trademark and software of Steinberg Media Technologies GmbH.

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