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    Using Audio from Evergine Studio

    Spatial sounds

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

    Spatial sounds are very useful for simulating environments in Virtual Reality / Augmented Reality because this feature adds 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 in 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 with the plus icon in the Entity Details panel and search for the component.

    Add listener component

    Properties Description
    DopplerFactor Changes in the frequency of a wave relative 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 with the plus icon in the Entity Details panel and search for 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 that makes it possible to judge sounds as higher or 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.
    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 plays in loop mode.
    Apply3D Indicates whether the position of the emitter with respect to the listener will be used to simulate spatial sound.
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