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
-
Download the plugin from this link.

-
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.

-
Select the folder with the unzipped files and press Modify.
- The plugin will be installed to the selected version of Wwise.
- Currently, only
Wwise 2024.1.6is officially supported.

-
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.

- Click Modify on the next page.

Note: UE5 Wwise Integration uses dynamic libraries by default. That is the suggested way of usage.
Usage
Authoring
-
Create a new Wwise project.
-
Add a child Audio Bus to the Master Audio Bus.

-
Choose 7.1.4 channel configuration for this new bus.

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

-
Create a test SFX in the Actor Mixer hierarchy.

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

-
Enable 3D positioning for this SFX.

-
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.

-
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.

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

- 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.

- 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.

- 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:
- Manually: Place
data.bininto the same folder asTHXSpatialAudioPlus.dllin the packaged build. - 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:
- Open
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.