Great example which definitely underlines my choice for atmoky as being the preferred tool for crystal-clear high quality and reliable Spatial Audio within Unity #spatialaudio #SphereOfSound #immersiveaudio #technology #innovation
All About True Spatial Audio! (during day) Plugin Integrations for Unity, Unreal Engine, Fmod, and Wwise. (else) Expert and Speaker On The Impact of Immersive Audio on Engagement and Wellbeing.
🎧 𝐕𝐢𝐝𝐞𝐨 𝐰𝐢𝐭𝐡 𝐛𝐢𝐧𝐚𝐮𝐫𝐚𝐥 𝐬𝐨𝐮𝐧𝐝! I’ve been testing spatial audio and general audio quality across most available options in Unity (also applicable to FMOD and Wwise), and honestly, the results were surprising—lots of coloration and switching artifacts. But don’t take my word for it—have a listen for yourself. 👇 What you’re hearing: 👂 Binaural audio using dry HRTFs (no reverb). 👂 The source signal is white noise—continuous and broadband, making it ideal for hearing even subtle alterations. 👂 The sound source moves along a half-circle, from the right ear to the left ear. 👂 Signals were rendered in Unity and played back in Reaper for comparison using our A/B conversion plugin. 👂 Solutions other than atmoky are anonymized. 𝐖𝐡𝐚𝐭 𝐝𝐨 𝐲𝐨𝐮 𝐡𝐞𝐚𝐫? Any artifacts? Switching issues? Alterations in tonal quality? Let me know your thoughts—what stands out to you? 🚨 Why does this matter? If audio quality plays a role in your immersive audio productions, atmoky trueSpatial should absolutely be on your radar. Whether you’re working in #Unity, Firelight Technologies #FMOD, or Audiokinetic #Wwise, it’s the go-to solution for crystal-clear, seamless spatial audio. In the next example, I’ll showcase a more natural signal and dive deeper into spatial attributes like direction, mapping, and continuity of spatialized sound. 📢 If you find this helpful, please help spread the word! Hopefully quality speaks for itself. #spatialaudio #gameaudio