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Ambisonics

v build

An implementation of Ambisonics for Unity via Max/MSP. Developed by the Ambisonic the Hedgehog Team.


Getting Started

This is a game designed specifically for VR platforms, but could still be considered at least mildly entertaining without VR. You can read more about the system requirements on our wiki.

Installing

You'll need to set up your VR device as you normally do, and you'll need to download the latest version of our game.

Changelog

  • direct-to-player raycast sounds implemented
  • rudimentary movement system added
  • now focusing on Oculus spatialized headphones instead of room speakers / Max
  • added fog and some pillars to show off our new, swanky occlusion
  • fixed a bug which caused the Oculus prefab to instantiate at inconsistent rotations
  • added support for ordinary audio for non-ambisonic playback
  • basic movement system added, does not yet reliably move between visible areas.
  • fallback sounds for non-ambisonic playback
  • new, partially-implemented direct raycast sound emitter
  • multiple sounds now played over Max/MSP connection
  • more data being sent to Max/MSP including:
    • absorption of sound, so sound loses volume when colliding
    • surface roughness, as a factor of sound diffusion
    • occlusion, which may have applications for simulating echoes
    • attenuation, which simulates sounds traveling through different substances
  • quick player prefab switcher implemented, now one build works for all platforms
  • models made with special sound maps
    • absorption is red, roughness is blue, etc
  • snow particles and color grading added
    • establishes a cold environment, looks pretty
  • implemented a basic raycasting solution for gathering sound data
  • established pipeline from Unity objects to Max/MSP spatialized sounds
  • only placeholder environment so far, not yet in separate rendering layer

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