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THX Spatial Audio+

Table of Contents


Introduction

THX Spatial Audio+ is a spatial audio processing plugin for Audiokinetic Wwise. It is built for Wwise version 2024.1.6.

This is a demo version with the following restrictions:

  • Platform: Windows x64
  • Wwise Version: 2024.1
  • Channel Configuration: 7.1.4 input (12 channels) to Stereo output (2 channels)

Installation

  1. Download the plugin from this link.

    Installation Files

  2. Follow the Audiokinetic documentation to install the plugin.

    • Start the Audiokinetic Launcher.
    • Open the Plug-ins tab.
    • Choose the Wwise version and click Add from directory.

    Audiokinetic Launcher

  3. Select the folder with the unzipped files and press Modify.

    • The plugin will be installed to the selected version of Wwise.
    • Currently, only Wwise 2024.1.6 is officially supported.

    Modify Wwise

  4. Follow additional steps to install plugins to the engine integration. The Unreal/Unity Audiokinetic docuimentation can be found here.

    • Go to the Unreal Engine tab in the launcher.
    • Select the project using integration and click Modify Wwise in Project.

    UE Integration

    • Click Modify on the next page.

    UE Integration Modify

Note: UE5 Wwise Integration uses dynamic libraries by default. That is the suggested way of usage.

Usage

Authoring

  1. Create a new Wwise project.

  2. Add a child Audio Bus to the Master Audio Bus.

    Master Audio Bus

  3. Choose 7.1.4 channel configuration for this new bus.

    Channel Configuration

  4. Add the THX Spatial Audio+ plugin to this Audio Bus.

    Add Plugin

  5. Create a test SFX in the Actor Mixer hierarchy.

    Create SFX

  6. Route it to the Audio Bus created with the THX Spatial Audio+ plugin.

    Route SFX

  7. Enable 3D positioning for this SFX.

    3D Positioning

  8. When playing the SFX, THX Spatial Audio+ processing will be applied.

Parameters

THX Spatial Audio+ provides a set of parameters to control the spatialization effect.

Room Direct

Controls the direct path of the signal, representing the unprocessed audio reaching the listener without reflections or reverb.

Room Direct Parameters

  • Enabled: Enables or disables the direct path of the signal.

  • Gain: Controls the gain level of the direct signal in decibels.

  • 10-bands EQ: A 10-band equalizer applied to the direct signal path.

    • Filter type: Selects the filter type for each EQ band (Peak, Low Shelf, High Shelf, High Pass, Low Pass, Notch, Band Pass, All Pass).
    • Band Frequency: Sets the center frequency of the EQ band in Hz.
    • Band Gain: Controls the gain of the EQ band in decibels.
    • Band Q: Controls the Q-factor (bandwidth) of the EQ band.

    Room Direct EQ

Late Reverb

Generates the late reverb to simulate the acoustic characteristics of a room.

Late Reverb Parameters

  • Enabled: Enables or disables the late reverb processing.
  • Gain: Controls the gain level of the late reverb in decibels.
  • Number of comb filters: Sets the number of comb filters used to generate the reverb.
  • Number of all-pass filters: Sets the number of all-pass filters.
  • Comb filter delay multiplier: Multiplies the delay times of comb filters, affecting perceived room size.
  • Room size: Controls the perceived size of the reverb space.
  • All-pass feedback: Controls the feedback amount in all-pass filters.
  • Damp: Controls high-frequency damping to reduce brightness.
  • Width: Controls the stereo width of the reverb output.
  • Stereo Spread: Creates stereo separation and spatial width.
  • Wet: Controls the level of the wet (reverberated) signal in the output mix.
  • Pre-/Post-EQs: 10-band equalizers applied before and after processing.

Early Reflections

Calculates and processes early reflections, simulating the first few sound reflections arriving before the reverb tail.

Early Reflections Parameters

  • Enabled: Enables or disables early reflections processing.
  • Gain: Controls the gain level of early reflections in decibels.
  • Early Stagger Enabled: Adds a random delay offset to each reflection for natural patterns.
  • Virtual Room Dimensions: Defines virtual room dimensions (Length, Width, Height) for timing calculations.
  • Number of reflections: Sets the maximum number of reflections to process per emitter.
  • EQ: 10-band equalizer applied to the early reflections path.

Emitters

Defines virtual emitter positions in spherical coordinates relative to the listener.

Emitters Parameters

  • Azimuth: Horizontal angle of the emitter relative to the listener (degrees from front center).
  • Elevation: Vertical angle of the emitter relative to the listener (degrees from horizontal plane).
  • Radius: Distance from the listener to the emitter position in meters.

UE5

Packaging

When packaging your Unreal Engine project, THXSpatialAudioPlus.dll is automatically copied to the packaging output (e.g., Plugins\WwiseSoundEngine\ThirdParty\x64_vc170\Debug\bin).

However, you must also copy data.bin (the file installed with the plugin into the Authoring/SDK folders). There are two ways to ensure this:

  1. Manually: Place data.bin into the same folder as THXSpatialAudioPlus.dll in the packaged build.
  2. Automatically: Modify the Wwise integration code before packaging.
    • Open Plugins/WwiseSoundEngine/Source/WwiseSoundEngine_2024_1/WwiseSoundEngine_2024_1_OptionalModule.Build.cs.
    • Inside Apply(...), replace the runtime dependency block with the following snippet:
	SE.PublicDelayLoadDLLs.AddRange(WwiseUEPlatformInstance.GetPublicDelayLoadDLLs());
foreach (var RuntimeDependency in WwiseUEPlatformInstance.GetRuntimeDependencies())
{
SE.RuntimeDependencies.Add(RuntimeDependency);
}
  • Replace it with the following snippet so that data.bin is staged automatically
SE.PublicDelayLoadDLLs.AddRange(WwiseUEPlatformInstance.GetPublicDelayLoadDLLs());
string runtimeBinDir = null;

foreach (var RuntimeDependency in WwiseUEPlatformInstance.GetRuntimeDependencies())
{
SE.RuntimeDependencies.Add(RuntimeDependency);
if (runtimeBinDir == null)
{
runtimeBinDir = Path.GetDirectoryName(RuntimeDependency);
}
}

if (!string.IsNullOrEmpty(runtimeBinDir))
{
var dataBinPath = Path.Combine(runtimeBinDir, "data.bin");
if (File.Exists(dataBinPath))
{
SE.RuntimeDependencies.Add(dataBinPath, StagedFileType.NonUFS);
}
}
  • Rebuild project / engine to update Wwise UE integration.
  • In the final packaged folder (for example YourProject\Plugins\WwiseSoundEngine\ThirdParty\x64_vc170\Debug\bin) verify that data.bin sits next to THXSpatialAudioPlus.dll. If it is still missing, double-check that the file was already present under ThirdParty/.../bin/ before you started packaging.