Magic Leap Soundfield Audio Plugin user guide for Unity

Similar documents
USER MANUAL v1.2.1 Please read this manual carefully before using the software. Using headphones requires responsible listening!

(temporary help file!)

Additional Reference Document

TATAKAI TACTICAL BATTLE FX FOR UNITY & UNITY PRO OFFICIAL DOCUMENTATION. latest update: 4/12/2013

Crowd-steering behaviors Using the Fame Crowd Simulation API to manage crowds Exploring ANT-Op to create more goal-directed crowds

SteamVR Unity Plugin Quickstart Guide

Building Augmented Reality Spatial Audio Compositions for ios Introduction and Terms Spatial Audio Positioning

Environmental Audio Extensions: EAX 2.0

COMPASS NAVIGATOR PRO QUICK START GUIDE

INTRODUCTION TO GAME AI

Multichannel Audio Technologies: Lecture 3.A. Mixing in 5.1 Surround Sound. Setup

The purpose of this document is to outline the structure and tools that come with FPS Control.

Ambisonic Auralizer Tools VST User Guide

Virtual Mix Room. User Guide

Oculus Rift Getting Started Guide

Chapter 12. Preview. Objectives The Production of Sound Waves Frequency of Sound Waves The Doppler Effect. Section 1 Sound Waves

Focusrite D2 and D3 Plug-Ins Guide

Operation Manual. Basic FX Suite

Easy Input For Gear VR Documentation. Table of Contents

Easy Input Helper Documentation

Understanding OpenGL

PoolKit - For Unity.

Scarlett Plug-in Suite

Building Spatial Audio Compositions for Smartphones A Guide for Relative and Absolute Locative Audio Apps on ios and Android v 1.2

Luxology Environments

I3DL2 and Creative R EAX

Moving Web 3d Content into GearVR

PRINCIPLES OF COMMUNICATION SYSTEMS. Lecture 1- Introduction Elements, Modulation, Demodulation, Frequency Spectrum

IE-35 & IE-45 RT-60 Manual October, RT 60 Manual. for the IE-35 & IE-45. Copyright 2007 Ivie Technologies Inc. Lehi, UT. Printed in U.S.A.

Oculus Rift Getting Started Guide

epicverb M A N U A L

Oculus Rift Introduction Guide. Version

Design of a Line Array Point Source Loudspeaker System

Many powerful new options were added to the MetaSynth instrument architecture in version 5.0.

Sound source localization and its use in multimedia applications

OCULUS VR, LLC. Oculus User Guide Runtime Version Rev. 1

Chapter 7: Signal Processing (SP) Tool Kit reference

Before You Start. Program Configuration. Power On

MPEG-4 Structured Audio Systems

Measurement of Amplitude Modulation AN 6

SIA Software Company, Inc.

Case study for voice amplification in a highly absorptive conference room using negative absorption tuning by the YAMAHA Active Field Control system

Wwise Fundamentals

Click on the numbered steps below to learn how to record and save audio using Audacity.

ECE 5655/4655 Laboratory Problems

Ball Color Switch. Game document and tutorial

Using MiniDSP 2x4 to Time-Align Multiple Subs on One Channel before Room Correction (Last updated March 10, 2017)

What is an EQ? Subtract Hz to fix a problem Add Hz to cover up / hide a problem

MIDI realtime parameters and effects

Learn Unity by Creating a 3D Multi-Level Platformer Game

Macquarie University Introductory Unity3D Workshop

By Chris Burton. User Manual v1.60.5

PA System in a Box. Edwin Africano, Nathan Gutierrez, Tuan Phan

Chapter 17 Waves in Two and Three Dimensions

JBL-Smaart Pro Application Note. Using The JBL-Smaart Pro Delay Locator

Welcome to deq6, a 6 band stereo/ms dynamic equalizer with high quality oversampling and accurate spectrum analyzer.

Suppose you re going to mike a singer, a sax, or a guitar. Which mic should you choose? Where should you place it?

Application Note 7. Digital Audio FIR Crossover. Highlights Importing Transducer Response Data FIR Window Functions FIR Approximation Methods

Third Generation For Android

Technical Note Volume 3, Number 2A. The New JBL LSR6300 Series Studio Monitors. 1. Introduction: 2. The Linear Spatial Reference (LSR) Concept:

WELCOME TO SHIMMER SHAKE STRIKE 2 SETUP TIPS 2 SNAPSHOTS 3

These are the minimum recommended system requirements for running snapins. Software A DAW supporting VST 2, AAX, or Audio Unit plugin standards.

Understanding Sound System Design and Feedback Using (Ugh!) Math by Rick Frank

Image arithmetic software. Part of the dtective suite of forensic video analysis tools from Ocean Systems. User Guide

Getting started 1 System Requirements... 1 Software Installation... 2 Hardware Installation... 2 System Limitations and Tips on Scanning...

What you Need: Exel Acoustic Set with XL2 Analyzer M4260 Measurement Microphone Minirator MR-PRO

Psychoacoustic Cues in Room Size Perception

SUGAR fx. LightPack 3 User Manual

Waves F6. Floating-Band Dynamic EQ. User Guide

Unity 3.x. Game Development Essentials. Game development with C# and Javascript PUBLISHING

Mini Mixer. Learn It! Build It! Core Concept Instructor Set. Materials:

Instructions for using Object Collection and Trigger mechanics in Unity

Final Exam Study Guide: Introduction to Computer Music Course Staff April 24, 2015

Table of Contents. Chapter 1 Overview Chapter 2 Quick Start Guide Chapter 3 Interface and Controls Interface...

Experiment 02 Interaction Objects

CONTENTS. Preface...vii. Acknowledgments...ix. Chapter 1: Behavior of Sound...1. Chapter 2: The Ear and Hearing...11

ELEC 484: Final Project Report Developing an Artificial Reverberation System for a Virtual Sound Stage

Figure 1 HDR image fusion example

ONLINE TUTORIALS. Log on using your username & password. (same as your ) Choose a category from menu. (ie: audio)

Supported Self-Capacitance Type Sensors

Team Breaking Bat Architecture Design Specification. Virtual Slugger

Save System for Realistic FPS Prefab. Copyright Pixel Crushers. All rights reserved. Realistic FPS Prefab Azuline Studios.

Laboratory Assignment 2 Signal Sampling, Manipulation, and Playback

Symbols on the equipment. WARNING! Dangerous voltage!

LIGHT-SCENE ENGINE MANAGER GUIDE

thank you for choosing the Vengeance Producer Suite: Multiband Sidechain (which will be abbreviated to VPS MBS throughout this document).

Pre-Lab. Introduction

Aalto Quickstart version 1.1

VOCAL FX PROJECT LESSON 9 TUTORIAL ACTIVITY

Lindell TE 100 User Manual. Lindell TE 100. User Manual

dbtechnologies DEVICE PLUGINS COD _Section_C_REV. 1.0

Haplug: A Haptic Plug for Dynamic VR Interactions

Unity Certified Programmer

Mixing for Dolby Atmos

Interfacing to the SoundStation VTX 1000 TM with Vortex Devices

Lab 3: Introduction to Software Defined Radio and GNU Radio

FLOATING WAVEGUIDE TECHNOLOGY

Contents. Welcome To K-Meter. System Requirements. Compatibility. Installation and Authorization. K-Meter User Interface.

EQ Uncovered: Demo Chapter

FLIR Tools for PC 7/21/2016

Transcription:

Magic Leap Soundfield Audio Plugin user guide for Unity Plugin Version: MSA_1.0.0-21 Contents Get started using MSA in Unity. This guide contains the following sections: Magic Leap Soundfield Audio Plugin user guide for Unity Contents Set up your development environment Add MSA components to your scenes Configure Distance Properties Configure Source Radiation Properties Configure MSA Filter Effects Configure MSA Room Effects About window MSA Component Reference Version History Set up your development environment Software requirements: Install Unity 2018.1.X developer version for Lumin SDK 0.15.0 or newer from the Unity website Download the matching MagicLeap-0.XX..0.unitypackage from the Magic Leap Package Manager

The download includes a demo scene that you will explore in this guide. Create a new Unity project and import the Magic Leap Unity Package 1. Open Unity and create a new 3D project. 2. Select Assets > Import Package > Custom Package. 3. Select the MagicLeap-X.XX.X.unitypackage file that you downloaded. 4. In the Importing Package dialog, click Import. Accept any API upgrades if prompted. Configure your Unity project to use MSA 1. Use Edit > Project Settings > Audio to open the AudioManager settings. 2. Select MSA as the Spatializer Plugin. Try out the MSA demo The Unity software package includes a simple demo scene in which you look at a Red Leaper that is hovering in a static position in front of you 1. In the Assets folder select MagicLeap > MSA > Examples > Scenes > MSADemo.unity

2. Make sure to wear headphones to experience the spatialized audio. Click Play in the Unity Editor. You should hear the leaper sound played back in the scene. 3. To test the scene on a Magic Leap Device go to Build Settings and set your platform as Lumin 4. Hit Build and Run with your device or virtual device plugged in to experience the MSA demo What to Expect The example displays a floating Leaper that is emitting a speech sample. On device or using the Magic Leap Remote you will be able to hear the sound spatializing with respect to changes in headpose or listener movement. You will also be able to hear source directivity and environmental reflections and reverb in the environment surrounding. MSA components The MSA SDK for Unity includes the following components for rendering spatial audio. Component / Prefab name Description MSAListener Extends Unity's AudioListener features by introducing additional parameters related to global spatialization and room properties such as global room gain, etc Requires a Unity AudioListener in the same game object. MSASource Enhances Unity's AudioSource features by introducing additional optional parameters such as radiation patterns. Requires a Unity AudioSource in the same game object. Add MSA components to your scenes

MSA components enhance the features of Unity's built-in audio components. Add an audio listener to your scene Add an MSAListener to your AudioListener gameobject. This is a required component for spatial audio processing in Unity. 1. Attach a new MSAListener component to the same game object that has your Unity AudioListener component. Typically, this is the Main Camera. Add a spatialized sound source to your scene 1. Add an MSASource to a game object in your scene. If the game object does not already contain an AudioSource component, one will be created automatically. 2. Set the following AudioSource properties in order to allow MSA to spatialize this audio source: Select an AudioClip. Set the Spatial Blend slider to 3D. Enable Spatialize checkbox. Note that, this checkbox is only visible when you've configured your project to use the MSA spatializer plugin. If AudioSource effects are desired then Spatialize Post Effects must be checked or the effects will be bypassed. 3. Note that if you add a MSASource to a game object without adding an AudioSource first, Unity adds an AudioSource automatically to the game object.

Compatibility with the Unity Mixer: MSA is designed with a highly optimized internal bussing structure in order to allow for a large number of sources with low-cpu overhead, ideal for the Magic Leap One. As a result, MSA is not compatible with the Unity Mixer system. For more information seethe MSA Component Reference section. Configure Distance Properties MSA contains a set of distance properties that simulate the natural attenuation of a sound wave. In the physical world when a sound wave propagates from a point outward in all directions, as the emitted wave gets farther from the source it is spread out over an area that is increasing in proportion to the square of its distance from the sound source. As a result its intensity is inversely proportional to the square of its distance from the sound source. This is known as the inverse square law. MSA implements this attenuation by default in all MSA Sources. In MSA when Override 3D Properties is checked with the default distance properties. MSA bypasses all the 3D Sound Settings in the default Unity Audio Source component with an exception of Doppler Level. MSA then applies the inverse square law during runtime to calculate the resulting attenuation of the sound source based on the location of the listener. When the MSA Listener is at the Min Distance and closer, the gain defined in the Per-Source Offset section will be applied to the sound. When the listener is beyond the Max Distance the sound will no longer attenuate and remain at the attenuated gain calculated for Max Distance.

When the listener is between Min and Max Distance, MSA uses the inverse square law to calculate the resulting gain offset. This gain calculation can be scaled using the Rolloff Factor parameter. By setting the Rolloff Factor to be less than 1.0, the attenuation can be tuned to be more gradual, and by increasing the Rolloff factor above 1.0 the attenuation can be tuned to be more dramatic. When the Rolloff factor is set to 0, there is no distance based attenuation applied to the sound source. Compatibility with the Unity 3D Sound Settings: Currently Doppler Level is the only property compatible when MSA is being used for spatialization. Unity s rolloff curves, spread, and spatial blend settings are not compatible with MSA. Configure Source Radiation Properties Using source directivity allows for simulation of physical sound source behaviors thus increasing realism and presence of the audio experience. For example in the physical world the sound of a human voice sounds different depending on whether the person is facing in your direction or turned around in the other direction. This behavior is known as source-directivity or radiation. When used, the direct sound component will be automatically attenuated and filtered when the sound source is not pointing to the listener, and this effect will be automatically updated according to the sound source orientation and the listener position. Additionally, making the source more directive will produce a natural attenuation of the reverberation for this source. When a game object that has an MSASource component is selected it will draw a visual representation of its directivity in the scene window (the MSASource gizmo option must be enabled).

There are three zones defined: the inner cone, the outside zone, and the transitional zone in-between. The angle dependent gain for a directional source is constant inside the inner cone with respect to the user defined gain of the source at minimum distance. The gain of the source changes over the transitional zone to the value specified outside the outer cone. Source gain is automatically applied for the inner cone zone, while the outer gain is user-defined for the outer zone of the game object. In the transitional zone linear interpolation between the compounded source and outer gains is applied. Furthermore a frequency dependent radiation can be set using the exposed LF, MF, and HF gains for the outer angle. Note: Both Inner Angle and Outer Angle are defined from the forward direction of the source.

Configure MSA Filter Effects On the MSA Listener control frequencies can be set for a 3 band parametric equalizer on the MSA Listener Component Based on the control frequencies set on the listener, each MSA source has gain offset sliders for the overall gain and each frequency band set in the MSA Listener. The defined frequencies on the listener apply for the filters exposed on the Direct Gain, Room Gain, and Outer Gains. For more information see the MSA Component Reference section. Configure MSA Room Effects The MSA listener component has settings for a default global reverb that can be applied to all sources. Each source has the ability to control their own frequency dependent gain offsets to customize room effects at the source level.

MSA Room Model The MSA room model is defined by the response shown in Figure 1. MSA breaks down the components of the room into three temporal parts. The first, the direct signal is controller by MSA Source and MSA Listener and is unaffected by any room properties. The environment portion of the room is broken down into two parts, the reflections and reverbs. 1. The Direct Signal - controller by the MSA Source unaffected by room model 2. The MSA Room a. The Reflections b. The Reverb Room Properties The Room properties are applied to both the Reflections and Reverb portions of the signal and are global controls on the non-direct sound. On the listener the global room parameter exposed is the overall room gain. On each source the frequency dependent Room Gain offsets affect both its reflections and its reverb. See MSA Filter properties section.

Reflections properties In the MSA Listener room properties you can control the reflections gain and its delay value where the delay represents the time in milliseconds from the direct signal. Reverb properties Three parameters affect late reverberation in the MSA Room. Globally the gain, delay, decay time, and decay HF and LF values can be set to create the late reverb properties of a room. For more information see the MSA Component Reference section. MSA Scene GUI Functionality The MSA Listener component contains functionality to enable and disable various stats about the MSA listeners and sources from displaying on the scene GUI. This information is useful for authoring and debugging audio but can also crowd a Unity Scene editor.

About window This window displays the MSA library and Unity plugin versions. In this about window the core library version is 1.0.0 and the unity plugin version is 21. MSA Component Reference This document reviews the control parameters of the Magic Leap Soundfield Audio (MSA) plugin and provides a reference for the MSA Plugin Support API applying across game engines and middleware environments (Unity, Unreal, Wwise, FMOD). Control frequencies Inspector Parameter Control LF Control MF Control HF Description Reference frequency for all LF controls (default: 200 Hz). Reference frequency for all MF controls (default: 1 khz). Reference frequency for all HF controls (default: 5 khz).

Room properties The set of parameters listed in this section define the reflections and reverberation processing applying for a source when its distance to the listener is equal to the Min Distance parameter setting for this source (see the MSA Source section below). Inspector Parameter Room Gain (db) Reflections Gain (db) Reflections Delay Reverb Gain (db) Reverb Delay Reverb Decay Time Description Sets the global room gain (which affects both Reverb and Reflections as a global offset). Early reflections gain adjustment. 0.0 db means that their combined energy is the same as the input sound energy when the source is within Min Distance. Delay time of the first reflection relative to the direct-path sound arrival, in seconds (see room response graph above). Represents the total energy of the reverb when the listener and the source are collocated. Measured in decibels. Delay time of the reverb relative to the direct-path sound arrival, in seconds. Reverberation decay time, in seconds.

Reverb Decay LF Ratio Reverb Decay HF Ratio Relative decay time multiplying factor for low frequencies. Relative decay time multiplying factor for high frequencies. MSA Source Distance properties These properties define the calculation of a distance-based gain offset (attenuation) that is automatically applied to the source s direct sound component, as a function of source-listener distance. Min Distance Max Distance Rolloff Factor Minimum Distance for this sound source. When a source is closer than Min Distance, the gain offset is the same as at Min Distance (default: 1 meter). Maximum Distance for this sound source. Max Distance must be greater than or equal to Min Distance. When a source is farther away than Max Distance, the gain offset is the same as at Max Distance. Rolloff factor for this sound source. This determines how steeply the gain rolls off from Min Distance to Max Distance. The roll-off follows the Inverse Distance Clamped model: If distance < Min Distance, the gain is unaffected. If Min Distance <= distance <= Max Distance, the attenuation is specified by the formula: Gain = MinD/(MinD + Rolloff * (distance - MinD)). If Rolloff Factor is set to 0.0, the gain is unaffected. Radiation properties These parameters specify the directivity of the sound source, so that the direct sound component will be automatically attenuated and filtered when the sound source is not

pointing to the listener. This effect will be automatically updated according to the sound source orientation and the listener position. Additionally, making the source more directive will produce a natural attenuation of the reverberation for this source. Inner Angle Outer Angle Outer Gain Outer Gain LF Outer Gain MF Outer Gain HF Inner cone angle in degrees. Range: 0 to 360. Defined symmetrically around the forward vector of the source. Outer cone angle in degrees. Range: 0 to 360. Defined symmetrically around the forward vector of the source. Gain outside the outer cone. Range: -96dB to 0dB Low Frequency gain offset outside the outer cone (db). Mid Frequency gain offset outside the outer cone (db). High Frequency gain offset outside the outer cone (db). Per-source offsets The set of parameters listed in this section enable fine tuning the direct-path and the room reflections and reverberation response at Min Distance for each sound source. This is typically not necessary if Min Distance is left at its default setting (1 meter) for all sound sources. Inspector Parameter Gain Direct Gain Direct Gain LF Direct Gain MF Direct Gain HF Room Gain Room Gain LF Description Set the overall gain for a source. This gain affects all paths: Direct, Reflections, and Reverb (db). Direct-path gain offset (db). Direct-path relative gain offset for low frequencies (db). Direct-path relative gain offset for mid frequencies (db). Direct-path relative gain offset for high frequencies. Room-path gain offset (db, affects reflections and Reverb). Room-path relative gain offset for low frequencies (db).

Room Gain MF Room Gain HF Room-path relative gain offset for mid frequencies (db). Room-path relative gain offset for high frequencies (db). Version History 6/17/18- JMJ: Major Feedback round for SDK 15 Release 6/14/18- Kedar: Major update for version 1.0.0-20 for release 5/29/18- Kedar: Merged in component reference from soundfields api document 5/24/18 - Kedar: Created sections to describe attenuation properties 5/23/18- Kedar: Updated for version 32.17 and SDK process 4/29/18 - Kedar: Wording adjustments, moving Version history to the end 4/25/18 - Kedar: Updated All sections to reflect major plugin v15 updates 4/6/18 - Kedar: Revamped reverb section, moved component reference from Plugin API doc to the bottom of the document 4/2/18 - Kedar: Migration guide moved to new document, small fixes & cleanups 3/26/18 - Initial Round of Feedback provided by JMJ 3/12/18 - Kedar: Initial Revision 1 of docs created for MSA_18_Unity_12.5 2/28/18 - Kedar: Documentation Created for Plugin modeled after GRA docs