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    Spatialized audio

    Beginner Designer Programmer

    Spatialized audio, also called 3D audio, simulates three-dimensional sound. This creates more realistic audio than non-spatialized audio.

    In real life, our experience of sound is affected by factors including its volume, the surrounding area (such as a cave or small room), and the position and movement of the sound source. We can usually tell approximately where a sound is coming from and whether it's moving.

    Spatialized audio

    For example, the frequency (pitch) of the sound coming from a moving object varies depending on the observer's position (the Doppler effect). Sound from an approaching source has a higher frequency than sound from a receding source:

    Doppler effect

    To simulate realistic 3D audio, Stride tracks the positions of two entities in the scene:

    • audio emitters, which emit audio
    • audio listeners, which hear the sound emitted by audio emitters

    You must have both audio emitters and audio listeners to hear spatialized sound in a scene.

    Spatialized audio is widely used for sound effects in platform, desktop, and VR games. For example, a gun might make a gunshot sound when fired, or a character might make a footstep sound when they take a step.

    Note

    Spatialized audio uses more CPU than non-spatialized audio.

    Enable spatialized audio

    When you import your audio, select Spatialized Sound as the asset type.

    You can also set audio to spatialized in the asset's Property Grid:

    1. In Asset View, select Audio Asset.

    2. In the Property Grid, select the Spatialized checkbox:

      Select spatialized sound

    Note

    Stride processes spatialized audio as mono (single-channel) audio. It doesn't alter the source file.

    See also

    • Audio emitters
    • Audio listeners
    • HRTF
    • Global audio settings
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