Ambisonics In Unreal Engine

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  • Опубликовано: 13 июл 2021
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    UPDATE: ambisonicspaces.org
    Hear the difference between what spacial audio can bring. Ambisonics can be a powerful tool in creating a soundscape. Unreal Engine has the power to make these Ambisonic recordings be used to their fullest.
    I show you a small example of an in depth collection of drag ’n drop, professional Ambisonic, and HD Stereo recordings. Every audio asset you need to create ambient forests vibrant and alive. Good for VR, games, documentaries, video, background ambience and more.
    ---
    Technical Details:
    * Ambisonic Recordings in B-Format FuMa which is the decoded audio, representing the spherical sound space with 4-channels, W, X, Y, Z:
    • W = Sum of all signals from all directions
    • X = Front minus rear signal
    • Y = Left minus right
    • Z = Up minus down
    * Recording Equipment:
    * Sennheiser AMBEO VR
    * MixPre 6ii x2
    * Sony PCM-D100
    * Sennheiser MKE 600
    * Shure MV88 (video)
    * Size Unpacked: 27.6
    * 560 Items
    * Total Ambisonic Files
    * 97
    * Stereo & Mono
    * 248
    * organized file structure
    * 345 - 16 bit, 44.1 kHz .WAVs
    * All sound recordings are designed to be loop-able with no artifacts
    * Over 5 hours of content plus additional smaller cut sections from
    * original wav(Cleaned up from Raw)
    * raw wav
    * binaural wav
    ----
    Asset List:
    1 - Ambient
    * Ambient Day
    * 2 Ambisonic Sessions: 47 minutes plus 1, 2, 3, and 5-minute sections from original plus Raw and Binaural files
    * 2 Stereo Sessions: 41 minutes plus 1, 2, and 5-minute sections from originals
    * Ambient Evening
    * 2 Ambisonic Sessions: 23 minutes plus additional 1, 2, 3, and 5-minute sections from original plus Raw and Binaural files
    * 3 Stereo: 8 minutes total
    * Ambient Morning
    * 2 Ambisonic Sessions: 34 minutes plus additional 1, 2, 3, and 5-minute sections from original plus Raw and Binaural files
    * 2 Stereo Sessions: 10 minutes total plus additional 1, and 2-minute sections from original
    2 - Footstep (mono)
    156
    * Dust
    * Gravel
    * Leaf
    * Mud
    * Pine Needles
    * Stick Breaks
    * Water
    * Wood
    3 - Water
    * River
    * 1 Ambisonic: 17 minutes plus additional 1, 2, 3, and 5-minute sections from original plus Raw and Binaural files
    * 2 Stereo: 10 minutes original content
    * Stream
    * 2 Ambisonic: 6 minutes plus additional 1, 2, 3, and 5-minute sections from original plus Raw and Binaural files
    * 2 Stereo: 3 minutes
    * Waterfalls
    * 7 Ambisonic Sessions: 48 minutes plus additional 1, 2, 3, and 5-minute sections from original
    * 5 Stereo: 33 minutes plus additional 1, 2, 3, and 5-minute sections from original
    4 - Wind
    * 2 Stereo: 4 minutes
    5 - Animals
    * Stereo
    * 2 Bird Song: 12 minutes
    * 2 Cicada: 14 minutes plus 1, 2, 3, and 5-minute sections from original
    * 3 Crow / Raven
    * 1 Humming Bird
    * 2 Squirrel
    * 5 Wolf Howl
    * 3 WoodPecker with 2 recordings with 1 min-content
    * Ambisonic
    * 1 Cicada: 15 minutes plus 1, 2, 3, and 5-minute sections from original
    6 - Human Intrusions
    * Overhead Airplanes
    * 2 Ambisonic: 6 minutes
    * 2 Stereo: 2 minutes
    * Chopping Wood
    * 2 Stereo: 3 minutes
    * Distant Highway
    * 1 Stereo: 5 minutes
    * Campfire
    * 3 Stereo: 2 minutes
    7 - Storm
    * Ambisonic
    * Rain On Metal Shed: 5 minutes
    * Rain On Tarp: 2 minutes
    * Stereo
    * 6 Assorted Rain and Thunder: 10 Minutes
    8 - Forrest Impulse Responses
    * Ambisonic
    * 8
    * Stereo
    * 5
    Technical Information:
    Number of Audio Waves: 345
    Sample rate / bit rate: 16 bit 44.1 kHz .WAVs
    Do Sound FX loop: YES
    Minutes of audio provided:
    * Over 5 hours of content plus additional smaller cut sections from
    * original wav (Cleaned up from Raw)
    * raw wav
    * binaural wav
    Supported Development Platforms:
    Windows: YES
    Mac: YES
    Documentation:
    * Ambisonics:
    * docs.unrealengine.com/4.26/en...
    * Impulse Responses
    * docs.unrealengine.com/4.26/en...
    * Audio / Visual Examples
    * • Ambisonic Environments...
    * Support:
    * Contact for any comments, questions, concerns, suggestions, or personal requests:
    * UPDATE: ambisonicspaces.org
    #fieldrecording #soundscape #soundscapes #sounddesign #nature #forest #ambisonic #proaudio #unrealengine #3Daudio #recording #recordings #recordingnature #trees #wind #birds #water #waterfalls #animals #sound #sounddesign #audio #audiodesign #spacialaudio #morethanaudio

Комментарии • 16

  • @GabrieleBoschiMusic
    @GabrieleBoschiMusic 3 месяца назад

    Hi David, thanks for the video! Do you think it works properly also with a binaural .wav file (2 channels), or in order to achieve this results you may need a 4 channel ambisonic file? thx

  • @debeauvillestudios6240
    @debeauvillestudios6240 2 года назад +1

    this is great - are there any applications for ambisonic music or would you say its main strength is in environment sounds?

    • @davidwoje2044
      @davidwoje2044  2 года назад

      I’ve thought about that specifically for the game world: depending on how the game is set up, having an interactive score that even changes more by focusing on different instrumentation depending on character placement. Looking to the right focuses more on the instrumentation that’s placed in that 3d area. The character looks up, then the music fades in more to a different set of instruments. There would have to be a lot of forethought in how the arrangement is and a series of other factors, but I think that concept is cool, and when I have time (hahaha) I want to dive into making a concept for 3D musical arrangements in game play

  • @brandy1770
    @brandy1770 2 года назад

    Hey! great stuff, would you please share how you setup ambisonics in ue4? I can't seem to figure out how to do the setup. Thanks :)

    • @davidwoje2044
      @davidwoje2044  2 года назад

      Thank you for the reply!
      as long as the file name ends in .fuma or .ambix, unreal automatically assigns it as "is ambisonic" when looking at the wave info. Here's more info: docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Nativesoundfield/
      One thing to note is that Unreal Documentation has it wrong when explaining the ordering of channels: FuMa is in fact W,X,Y,Z and ambiX is W,Y,Z,X.
      I use FuMa in my projects as it sounds more natural and closer to what I've recorded.
      Here's more info I've written in a "fairly" easier way to understand ambisonics: ambisonicspaces.org/blog/f/using-ambisonics

  • @redacted21259
    @redacted21259 Год назад +1

    Great video! How would you achieve binaural in UE? Do you just record with an ambi mic for every sound effect or do you process the stereo files. If so, how do you go about it?

    • @davidwoje2044
      @davidwoje2044  Год назад +2

      Thank you! If I understand you correctly, wav files imported into UE are already encoded into Ambisonic. As far as I know, I don’t think UE can decode those wavs into a binaural render. However, there are many tools like Ambisonic Tool Kit for daws like reaper that can decode those Ambisonic files into binaural renders. Ambisonic 1st order is a 4 channel file, binaural renders of ambisonics make a 2 channel track (stereo). The engine does a great job of managing ambisonics and stereo together as long as you configure everything correctly. Hope that helps :)

    • @redacted21259
      @redacted21259 Год назад

      @@davidwoje2044 Sure did, thanks!

  • @paolosenesi8916
    @paolosenesi8916 2 года назад

    Hi, thank you for your video: is it possible to make a Google resonance audio source simulation with simple stereo tracks? I'd like to make a violinist play in an accurate 3D but I don't have the ambisonic track. Or is there a way to convert it?

    • @davidwoje2044
      @davidwoje2044  2 года назад +1

      Thank you for watching🙏. There are plugins that can encode stereo to polyphonic tracks. plugins.iem.at/ I personally haven’t used them yet (as I thankfully have the ability to record ambisonics) please share what you create 🙂

  • @erende44
    @erende44 Год назад

    great, thank you, do you have any lead how to use 8 channel ambisonics in Unreal?

    • @davidwoje2044
      @davidwoje2044  11 месяцев назад

      The last time I checked Unreal documentation, the engine supports 1st Order ambiX and FuMa. So only 4 channel.

    • @erende44
      @erende44 11 месяцев назад

      @@davidwoje2044 I thought about custom plugin or code. I'll check that

  • @lebenin3604
    @lebenin3604 2 года назад +1

    Hi David,
    is there a way to get your sounds out of UE? I've rendered a 360/vr presentation and want to bring your ambisonic sounds now in Adobe Premiere.

    • @davidwoje2044
      @davidwoje2044  2 года назад +1

      Hey there! Right click the asset, go to > Asset Actions > Export! That should do the trick.

    • @lebenin3604
      @lebenin3604 2 года назад

      @@davidwoje2044 ​ I don't know why RUclips keeps me from posting comments in here? #notabadguy :D. This is now my third comment, if this gets through and the others will also be released afterwards...sorry for the confusion, David. I get it now _fl (front left), _fr (front right)...etc..