The Audio Emitter

An Audio Emitter is an object that can be placed in a scene and plays a sound. You can drag a sound into a scene and attach it to an audio emitter that is spatialized, meaning the sound originates from the location of the emitter.

To add an audio emitter to a scene:

  1. While editing a scene, look at the panel at the bottom of the interface. 
  2. Click on the System Objects tab.
    systemobjects.png
    Click the System Objects tab.


  3. Drag the Audio Emitter icon from the inventory to your scene. 
     audio_emitter.png
    Drag the Audio Emitter from your inventory to your scene.


  4. Click the audio emitter and click the Properties button to see the following sound settings:
  • Position - An audio emitter can be positioned just like any other object, so you can control where a sound is coming from. You can also attach a sound to an object and the sound will move where the object moves.
  • Rotation - This rotates the soundfield orientation for stereo .wav and ambisonic sounds, which is useful if you want to match an emitter with corresponding visuals around it. It does not affect mono sounds.
  • Scale - This property is not yet implemented, and will be addressed in a future Sansar version.
  • Sound - Choose a sound you have uploaded to your Inventory. If Audio Preview is on, the sound plays when you select it.
  • Loudness dB - Use the slider, or enter a value to set the relative volume level of the sound in decibels. 0.0 dB means no additional loudness adjustment is being done.
  • Emitter shape - Choose between a point emitter or a volumetric emitter if you want a sound to fill a bigger or smaller area. Choose from the following:
    • Point - A point emitter is appropriate for smaller, focused sounds that originate from a specific coordinate.
    • Cuboid - A volumetric emitter, shown as a green box. Emitter dimensions control how far the sound goes before falling off. Enter XYZ values to change the sound shape. A typical use of a cuboid is filling a larger space with ambient sound, whether that is a room in a building or an outdoors environment — like a field of crickets at night.
    • Sphere - A volumetric emitter, shown as a green ball. Similar to the cuboid type, you can specify an Emitter radius that determines how much area the sound fills before falling off. A sphere is useful to fill curved spaces where a cuboid may feel unnatural.
Sounds_properties.png
Sound properties for a cuboid emitter.

It is possible to overlap emitters for layered sounds. For example, if you are building a forest next to a beach, you can use different volumetric emitters for these zones that slightly overlap, so you hear a gradual transition from birdsong in the forest to waves lapping on the beach.

IMPORTANT: Due to Sansar's high dynamic range audio, loud sounds will automatically "duck" quieter sounds, enabling loud sounds to be heard more clearly. However, if too many loud sounds are playing at once, it will sound muddy because they're all fighting for attention. We recommend that you lower audio volumes of sounds that you want less emphasis on, instead of only raising the volumes of sounds you want to stand out. This is know nas "subtractive mixing", and results in a clearer soundscape. It also makes voice chat more audible in your scene — think about your visitors!

To calibrate your general scene volume levels, visit our Origin 360 Cinema, which transitions from fairly prominent music inside the dome, to a more subtle soundscape on the outer walkway. Keep walking around the circle and pay attention to different sounds. This should give you a better idea of how dynamic range sounds in action.

We recommend enabling Audio Preview to hear sounds when in the layout editor, and enable Compute Scene Reverb to enhance the immersiveness of your spatial audio.

 

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