Source positioning in ambisonics derives from game object and listener positions at the moment of mixing, as is the case with any other channel configuration. Consequently, ambisonic-set sound objects can be submixed with other configurations; however, you may lose spatial information when this happens. For example, if your submix is 7.1 then you will have lost all height information when it is mixed into the ambisonics Audio Bus. Likewise, with a 7.1.4 submix, objects originally located below the listener's ears will appear to be at ear level. Therefore, it is recommended to use ambisonics for submixes as well. You can use lower orders if spatial precision is less important.
Wwise automatically converts audio to and from ambisonics according to routing of different configurations. The resulting output depends on the different channel configurations used and on the Spatialization Mode. The following table provides general information on the routing behavior according to these factors.
![[Caution]](/images/2022.1.9_8365/?source=Help&id=caution.png) |
Caution |
Encoding mono sources with Direct Speaker Assignment to the W (omni) channel, instead of treating them as sources oriented directly in front, creates an abnormal playback. A mono source routed to an ambisonic bus that is routed to a bus with standard configuration will result in the mono source playing back in all the output channels. This differs from typical behavior in Wwise where mono sources are sent only to the C or L and R channels. |
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