all algorithms contained inside libMach1Decode
& libMach1DecodePositional
, all functions/features inside M1Base
- M1Spatial [Multichannel] / 8Channel [M1SpatialDecode.cs] {Yaw,Pitch,Roll + Positional}
- M1Horizon [Multichannel] / 4Channel [M1HorizonDecode.cs] {Yaw + Positional}
- M1StSP [Stereo Spatializer] / 2Channel [M1StSP.cs] {Yaw, Pitch, Roll + Positional}
- M1Horizon [Pair] / 4Pair [DirectionalSound.cs][DEPRECATED]
- Import the .unitypackage via the Assets>Import Package>Custom Package prompt.
- Add needed decoding component and add it to an object
- Add the split channels from your Mach1 Spatial mix into the audio or link to it via the
External Audio Filename
into either of theMain
audio fields - Setup as needed and place parent object where needed and to the scale needed turn on the Draw Helpers to assist with this in editor
- If channel gizmo indicators are too large, shrink via the following:
It is recommended to increase your project's ProjectSettings
Max Real Voices
count to accomondate the maximum number of consecutive M1 Spatial objects in your project (by a multiple of 8 or 16).
- All Mach1 Spatial audio formats are contained in the
libMach1Decode
&libMach1DecodePositional
as functions that can be called with custom use. Simply return those coefficients as audio source volume multipliers to use the desired format, reference theM1SpatialDecode.cs
as an example.
Use Closest Point Rotation Mute Inside
when active the positional rotation of the Mach1 mix will rotate along the closest point of the closest plane to the camera. This is to have it rotate along a plane instead of a point.BlendMode
function is an experimental feature that allows pre-rendered room modeling by using the player's positional data along with orientation data to correctly mix between a pre-rendered center soundscape and a pre-rendered bound/wall soundscape.
Please contact [email protected]
for references on best mixing practices and use.