The Ambisonics Work Unit in the Actor-Mixer Hierarchy includes three examples of moving ambient sounds to demonstrate the spatial audio you can expect with ambisonics output. The multichannel setup necessary to do ambisonics justice (you must at least have some height channels) is not a commonly available Sound Engine Audio System. Consequently, these examples are routed to an “Ambisonics” Audio Bus and its parent “Binauralizer” Audio Bus, which uses the Auro Headphone Effect to generate binaural output. Listening to this with just a pair of headphones will faithfully render the spherical directional power of ambisonics according to the selected Channel Configuration, which could be set to first, second, or third order ambisonics.
Feel free to open the Effect Editor and tweak the Auro Headphone settings to optimize your personal experience. In practice, your perceived output will vary according to the content.
To listen to different ambisonic channel configurations:
- Select the “Binauralizer” Audio Bus, found in the Master-Mixer Hierarchy under the Master Audio Bus's Environmental Audio Bus.
It opens in the Property Editor.
- In the General Settings tab of the Property Editor, select Ambisonics 2-2 for second order output (9 channels) or Ambisonics 3-3 for third order output (16 channels).
- With one of the examples loaded in the Transport Control, press play.
Note the differences between the different orders of ambisonic channel configuration outputs.
|Regardless of what you select in the Project Explorer, you can keep the same sound object loaded in the Transport Control by pinning it. Just click the Pin icon found in the upper right corner of the view to the left of the Help icon.|
Each of the following ambisonic examples uses different types of source files arranged to demonstrate a variety of ways to produce an ambisonic output.