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Spatial Audio & Ambisonics
Spatial Audio & Ambisonics
Unity supports spatialization features to position audio realistically around players in virtual environments.
Spatializers & HRTF
Spatialization simulates 3D audio cues, giving listeners the perception of height, depth, and front-to-back location:
- In Project Settings -> Audio, assign a Spatializer Plugin (such as Oculus Spatializer or MS HRTF Spatializer).
- In the AudioSource component, set Spatial Blend to 1.0 (3D) and check Spatialize.
- Head-Related Transfer Function (HRTF) algorithms filter sound frequencies based on the relative position of the listener's ears.
Ambisonic Audio
Ambisonics is a multi-channel audio format representing a full sphere of sound:
- Unlike standard stereo or surround sound, Ambisonic tracks rotate dynamically relative to the listener's head rotation.
- Crucial for 360-degree videos and VR headsets to keep ambient noises mapped to global cardinal directions.
- Enable by checking Ambisonic in the clip's import settings.
Audio Random Containers
To prevent audio from sounding repetitive:
- Use Audio Random Containers to group multiple clips (e.g. footstep sound variations).
- When triggered, they randomize clip selection and apply subtle pitch shifting automatically.
TL;DR
- Spatializers compute 3D spatial hearing cues using HRTF algorithms.
- Spatialize must be checked on the AudioSource alongside a 3D Spatial Blend.
- Ambisonic clips rotate sound fields relative to camera head tracking.
- Audio Random Containers prevent repetition by randomizing clips and pitch.