very interesting. Somehow bypassing the spatialization tools/sound objects inside UE appears to be the best way to handle complex multichannel solutions...
Well, the engine's own spatialization-system is object-based and this is a tool for channel-based panning. So it's like two different approaches. Depending on what you need, I would say.
It really depends on how you implement it in your project. In principle, the Unreal Engine's audio system thinks in an object-based, 360-degree manner and then adapts to the capabilities of the playback system. So it would work just like placing a 5.1 audio file in your level. It's similar to the Dolby Atmos approach. If you're using a stereo playback system, it will simply downmix to stereo."
very interesting. Somehow bypassing the spatialization tools/sound objects inside UE appears to be the best way to handle complex multichannel solutions...
Well, the engine's own spatialization-system is object-based and this is a tool for channel-based panning. So it's like two different approaches. Depending on what you need, I would say.
thank you for this
Thank you for sharing!
What would you hear if the player had a stereo speaker in the end?
It really depends on how you implement it in your project. In principle, the Unreal Engine's audio system thinks in an object-based, 360-degree manner and then adapts to the capabilities of the playback system. So it would work just like placing a 5.1 audio file in your level. It's similar to the Dolby Atmos approach. If you're using a stereo playback system, it will simply downmix to stereo."
as someone who just started using meta sounds, what is the recommended way to calculate the input values for both pans and LFE level
not quite sure what you mean.... Pan values go from -1 to +1 and LFE you´ll just set up to taste...