声音的特性(Sound Properties)
一个声音是立体的,你必须确保声音被设置为使用总线到你设置的OSP:
For a sound to be spatialized, you must ensure that sounds are set to use the bus to which you added OSP:
确保您的声音定位设置为三维的:
Ensure that your sound positioning is set to 3D:
在设置声音OSP总线,混合器插件选项卡会在声音属性编辑器显示:
Upon setting the sound to the OSP bus, a Mixer plug-in tab will show up on the sounds Sound Property Editor:
禁用的思考 Disable Reflections | 这个声音的禁用的思考 Disables reflections for this sound. |
使用平方反比衰减 Use Inverse Square Attenuation | 适用于这种声音的一个现实的内置的逆平方衰减曲线 Applies a realistic built-in inverse square attenuation curve for this sound |
笔记和最佳实践(Notes and Best Practices)
目前,只有单声道(声道)和立体声(双声道)声音将空间化。任何声音都有一个较高的通道计数将不会被忽视。
Currently, only mono (1-channel) and stereo (2-channel) sounds will spatialize. Any sounds with a higher channel count will not be spatialized.
立体声会缩减为一个单声道的声音的通道由两个通道混合成一个单一的通道并且减弱。请记住,通过将立体声声音折叠到单声道,可能会与音频频谱出现相位异常。高度推荐输入的声音作为一个单一的声音。
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.
空间化的声音将无法使用立体传播发声,包括听众随着它越来越近(这一当前空间化技术常见的做法)。
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).
整合Oculus Spatializer(Integrating the Oculus Spatializer)
这个部分是程序员在为他的程序代码整合组织库和插件注册。
This section is for programmers who are integrating Wwise libraries and plugin registration within their application code base.
当Wwise运行时在文件oculusspatializer.h的底部添加注释的代码会被初始化。
Add the commented-out code at the bottom of the file OculusSpatializer.h file to the code where the Wwise run-time is being initialized.
复制路径 <平台> \ bin\plugins下的oculusspatializer.dll的文件到存在Wwise-enabled
application .exe的文件夹中。当Wwise初始化和注册调用被执行时使得Wwise运行去加载插件。例如,如果你正在使用UE4、地方插件到以下文件夹:UE4\Engine\Binaries\。
Copy OculusSpatializer.dll found within \bin\plugins folder into the folder where the Wwise-enabled application .exe resides. This allows the Wwise run-time to load the plugin when Wwise initialization and registration calls are executed. For example, if you are using UE4, place the plugin into the following folder: UE4\Engine\Binaries\.
Spatializer假定只有一个侦听器被用来驱动空间。该侦听器相当于用户在空间中的头部位置,所以请确保尽可能快地更新。从主线程更新到另一个线程的注意事项请查看Wwise文档。
The spatializer assumes that only one listener is being used to drive the spatialization. The listener is equivalent to the user’s head location in space, so please be sure to update as quickly as possible. See Wwise documentation for any caveats on placing a listener update to an alternative thread from the main thread.
假如在应用程序中,该侦听器和声音被适当的更新,已设置为OPS总线的声音会有更大的空间存在感。
Provided that the listener and sounds are properly updated within the application, the sounds that have been set to the OSP bus will have a greater sense of 3D presence!
OSP版本在Wwise中的迁移(OSP Version Migration in Wwise)
在Wwise中迁移到一个新的Oculus Spatializer插件版本,遵循这些步骤:
To migrate to a new version of the Oculus Spatializer Plugin for Wwise, follow these steps:
- 从现有版本音频SDK组件创建工具的安装目录中复制oculusspatializer.dll和oculusspatializer.xml的新版本(32位或64位)。
- 在你现有的版本的应用程序目录中复制oculusspatializer.dll和oculusspatializer.xml的新版本(32位或64位)。
- 打开组织创建工具形成声音堆。
- 启动你的应用程序和负载产生新的声音堆。
- Copy the new versions of OculusSpatializer.dll and OculusSpatializer.xml (32 bit or 64 bit) from the Audio SDK over the existing versions in your Wwise Authoring tool installation directory.
- Copy the new versions of OculusSpatializer.dll (32 bit or 64 bit) over the existing version in your application directory.
- Open the Wwise Authoring tool and generate sound banks.
- Launch your application and load newly generated sound banks.