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    Using Audio from Evergine Studio

    Spatial sounds

    The 3D spatialized audio allows simulate sounds in a 3D environmnet. The goal is to reproduce audio in a way that replicates the way we hear sound in the real world.

    Spatial sounds are very useful to simulate environments in Virtual Reality / Augmented reality because this feature added more realism to the experience.

    In Evergine there are two components to simulate audio/spatial audio:

    Component Description
    SoundListener3D Represents a listener. Usually, this component is used with the camera entity.
    SoundEmitter3D Represents an emitter. This component can be added to any Entity of your scene to emit a 3D sound.

    Sound Listener

    To add a sound listener component to the main camera, select the camera and click the button on plus icon from Entity Details panel and search the component.

    Add listerner component

    Properties Description
    DopplerFactor Changes in frequency of a wave in relation to a listener who is moving relative to the sound emitter. The value is a positive float and the default value is 1.0.

    Sound Emitter

    To add a sound emitter component to any scene entity, select the entity and click the button onplus icon from Entity Details panel and search the component.

    Add emitter component

    Properties Description
    Audio The audio asset. Note. The audio must be mono to work as spatial sound.
    Volume The audio volume. The value is between [0.0-1.0] and the default value is 1.0.
    Pitch The quality makes it possible to judge sounds as higher and lower in the sense associated with musical melodies. The value is between [0.0-1.0] and the default value is 1.0.
    IsMuted Indicates whether the emitter is muted or not.
    Distance Scale Factor This is only used to calculate the doppler effect on the sound effect.
    Play Automatically The emitter starts playing the sound automatically.
    Loop The emitter is playing in loop mode.
    Apply3D Indicates whether the position of the emitter with respect to the listener will be used to simulate spatial sound or not.
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