
This parameter lets you simulate the behavior of a sound source at a shortĭistance, such as within one meter, from your head. Simulate volumetric sound sources as opposed to point-like sources.įor purposes of this tutorial, leave the value at the default 0.0, whichĬorresponds to the narrowest possible source. This parameter lets you control how wide the source appears and can be used to Your project using the current Resonance Audio Spatialization Source Settings asset.

Note: Directivity visualization meshes are created for all sound sources in The sound properties of your sound sources.īy default, directivity visualization rendering is enabled only in the editor You can apply a scale factor to your visualization.

Visualization of sound source directivity patterns directly in the These values cause sound to be emitted from the front of the source andĬheck Toggle Visualization. In the Pattern field type 0.5 and in the Sharpness field type In the Unreal Engine editor, to go Content, double-click on theįireSoundSpatializationSettings asset that you created earlier. Configure Spatialization plugin settings Directivity To follow the steps included here, you’ll need the same Blueprint_Effect_Fire This guide uses the Blueprint_Effect_Fire object that you set up in the Getting Started guide. Your development environment, start there. If you are new to working with the Resonance Audio plugin for Unreal or have not yet set up The steps here build on the completed steps in Getting Started with the Resonance Audio Plugin for Unreal. This guide shows you how to configure and control spatialization, room effects,Īnd occlusion settings in real time using the Resonance Audio plugin for Unreal. Developer Guide for Resonance Audio for Unreal
