Description
Here a demo (Binaural Render)
An ambisonic recording uses a multi-capsule microphone to capture a spherical representation of sound from a single point.
Unreal Engine takes these formatted recordings and uses them like any other sound cue…but the difference between traditional stereo and Ambisonics in the Engine is HUGE!
Here is a video of an Unreal project where you will be able to tell the difference between stereo and ambisonics and why you may want to look for ambisonics for your ambient game audio. And another great thing is you don’t really need to know about how ambisonics work, they just will with this package. But here’s a little snippet of the theory:
B-Format 1st Order 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 = is a figure-8 bi-directional polar pattern pointing forward.
• Y = is a figure-8 bi-directional polar pattern pointing to the left.
• Z = is a figure-8 bi-directional polar pattern pointing up.
TLDR
1st Order: Records Up, Down, Forward, Backward, Left, and Right all at the same time (Most Game Engines Use ONLY 1st Order)
All formats are 16 bit @ 96 kHz
• 1st Order ambiX (B-Format)
• W, Y, Z, X
All audio assets are LOOP-ABLE
• 5 minute loop
Asset List
City streets / crowds
City Parks
Clubs (inside, outside)
Fast Food restaurants
Dining
football game audience
parades
arcades
union station
Indoor Pool
Total .wav: 23
Total cues: 23
Support
• Please contact for any questions, suggestions, or personal requests at https://ambisonicspaces.org
Technical Details
(Please include a full, comprehensive list of the features of the product)
Number of Audio Waves: 23
Number of Audio Cues: 23
Sample rate / bit rate: 96kHz
Do Sound FX loop: Yes
Minutes of audio provided: > 100
Supported Development Platforms:
Windows: Yes
Mac: Yes
Documentation:
https://docs.unrealengine.com/4.26/en-US/WorkingWithMedia/Audio/Nativesoundfield/
Support:
Supported Engine Versions
5.1 – 5.2