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Apply Room Acoustics in Wwise

New Support Model for Meta XR Audio SDK for Wwise
The Meta XR Audio SDK Plugin for Wwise is now only supported via the Wwise Launcher and AudioKinetic website. The plugin will no longer receive updates on the Meta Developer Center. We strongly encourage users to onboard to the Wwise Launcher plugin using the documentation linked below:
- Meta XR Audio SDK for Unity
- Meta XR Audio SDK for Unreal
This documentation will no longer be updated and will be managed on AudioKinetic's website instead.

Overview

This section of documentation will explain how to apply acoustics to your mono sound events.
By the end of this document, you’ll be able to:
  • Setup your Wwise project to use the Meta XR Audio sink plugin.
  • Adjust the various acoustic parameters for each sound.
  • Understand the details of every parameter for acoustic rendering.

Prerequisites

Before you can spatialize sounds using the Meta XR Audio Plugin for Wwise, make sure to set up the sink plugin. See the steps in Set Up the Meta XR Audio Plugin for Wwise.

Implementation

With the above configuration, we can start generating reflections and hearing acoustics. However, the Wwise plugin does not provide an interface to control the actual room itself (geometry, room materials, etc..). This is all controlled inside either Unity or Unreal instead, as the game engines are the location where these properties are setup.

Selecting your Acoustic Model

In order to tell the Meta XR Audio SDK which of the two options to utilize, navigate to Edit > Project Settings > Meta XR Acoustics. Find the Acoustic Model dropdown and selected the desired option.
Note: Automatic will prefer the Raytraced Acoustics option if the project is setup to use it.
Recall that you can tell which model a component will be used for by observing the prefix of the name:
  • “MetaXRAudioRoom” components adjust the Shoebox Room
  • “MetaXRAcoustic” components adjust the Acoustic Raytracing
Important: If you would like to use Acoustics, proceed to the documentation specific to that engine. If you prefer to use the lightweight Static Room engine, continue reading on this page to learn about the Room Acoustic Properties component.

Shoebox Room Acoustics Overview

The room acoustics feature provides realistic spatial early reflections and reverb for a room. This creates a sense of space and helps to anchor spatial audio sources into the world. The room dimensions and materials can be manually configured to get a response that matches your scene. If there is no Room Acoustic component in the scene, a default room will be applied.
There should only ever be one instance of the Room Acoustics component in a scene. If more than one Room Acoustics. components exist in a scene, the behavior is undefined. It doesn’t matter where the Room Acoustics component is placed in the scene hierarchy. It can simply be added to an empty GameObject.

Room Acoustics Properties Parameters

The properties of the Static Room acoustics engine are controlled by the Room Acoustics Properties component. This component will determine the sound of the reflections and reverb applied to sounds. A larger room will create a longer reverb tail, and harder materials will make the room more reverberant (louder reverb).
Room Acoustics
If Lock Position To Listener, is disabled, then the position of the listener within the room will have an effect on the sound, with reflections arriving sooner from walls that a listener is closer to, and reflections arriving later from walls that are further away. This is best used in scenes that consist of a single room. If Lock Position to Listener is enabled, this keeps the room centered on the listener (camera), so the sounds of reflections are independent of the user’s position.
PropertyDescription
Lock Position To Listener
If enabled, this keeps the room model centered on the listener (camera). If disabled, then the Room Acoustics component should be positioned in the geometric center of the room in world space (usually, this is the center of the 3D mesh that represents the room). This setting is recommended to be enabled unless your scene is confined to a single room.
Width, Height, Depth
Sets the dimensions of the room model (in meters) used to determine the early reflection and reverb. Width is the x dimension, Height is the y dimension, and Depth is the z dimension. The orientation of transform of the GameObject that this script is attached to define the orientation of the room’s coordinate system.
Materials
Defines the amount of absorption of each wall. This is frequency dependent, some materials are more absorbent than others, some absorb more high frequencies than low frequencies.
Clutter Factor
Represents how much clutter (i.e. furniture, people, etc.) is in the room that would dampen the response. This parameter creates diffusion and can be used to tame an overly reverberant room. A setting of 0 represents no clutter at all (an empty room), whereas a setting of 1 represents an extremely cluttered room.

Multiple Rooms

If a scene has multiple rooms, and you would like to have different acoustics in each room, the properties of the Room Acoustics component can be updated at runtime.
There should only ever be one instance of the Room Acoustics component in a scene. Updating its properties (for example, changing the width, height, and depth) will immediately change the reflections and reverberation applied to sound sources. This effectively creates the illusion of moving from one room to another.
Determining when to update the properties is left to the developer. One option is to use invisible colliders placed in different parts of a scene that trigger a change in the properties when a player enters them.

Material Reflection Coefficients

The following table shows the reflection coefficients for each material for each frequency band.
Material0-176 Hz176-775 Hz775-3408 Hz3408-22050 Hz
AcousticTile
0.488168418
0.361475229
0.339595377
0.498946249
Brick
0.975468814
0.972064495
0.949180186
0.930105388
BrickPainted
0.975710571
0.98332417
0.978116691
0.970052719
Cardboard
0.590000
0.435728
0.251650
0.208000f
Carpet
0.987633705
0.905486643
0.583110571
0.351053834
CarpetHeavy
0.977633715
0.859082878
0.526479602
0.370790422
CarpetHeavyPadded
0.910534739
0.530433178
0.29405582
0.270105422
CeramicTile
0.99000001
0.99000001
0.982753932
0.980000019
Concrete
0.99000001
0.98332417
0.980000019
0.980000019
ConcreteRough
0.989408433
0.964494646
0.922127008
0.900105357
ConcreteBlock
0.635267377
0.65223068
0.671053469
0.789051592
ConcreteBlockPainted
0.902957916
0.940235913
0.917584062
0.919947326
Curtain
0.686494231
0.545859993
0.310078561
0.399473131
Foliage
0.518259346
0.503568292
0.5786888
0.690210819
Glass
0.655915797
0.800631821
0.918839693
0.92348814
GlassHeavy
0.827098966
0.950222731
0.97460413
0.980000019
Grass
0.881126285
0.507170796
0.131893098
0.0103688836
Gravel
0.729294717
0.373122454
0.25531745
0.200263441
GypsumBoard
0.721240044
0.927690148
0.93430227
0.910105407
Marble
0.990000
0.990000
0.982754f
0.980000f
Mud
0.844084
0.726577
0.794683
0.849737
PlasterOnBrick
0.975696504
0.979106009
0.961063504
0.950052679
PlasterOnConcreteBlock
0.881774724
0.924773932
0.951497555
0.959947288
Rubber
0.950000
0.916621
0.936230
0.950000
Soil
0.844084203
0.634624243
0.416662872
0.400000036
SoundProof
0.0
0.0
0.0
0.0
Snow
0.532252669
0.15453577
0.0509644151
0.0500000119
Steel
0.793111682
0.840140402
0.925591767
0.979736567
Stone
0.980000
0.978740
0.955701
0.950000
Vent
0.847042
0.620450
0.702170
0.799473
Water
0.970588267
0.971753478
0.978309572
0.970052719
WoodThin
0.592423141
0.858273327
0.917242289
0.939999998
WoodThick
0.812957883
0.895329595
0.941304684
0.949947298
WoodFloor
0.852366328
0.898992121
0.934784114
0.930052698
WoodOnConcrete
0.959999979
0.941232264
0.937923789
0.930052698

Best Practices

  • When using early reflections, be sure to set non-cubical room dimensions. A perfectly cubical room may create reinforcing echoes that can cause sounds to be poorly spatialized. The room size should roughly match the size of the room in the game so the audio reinforces the visuals. The shoebox model works best when simulating rooms. For large spaces and outdoor areas, it should be complimented with a separate reverb.
  • Make sure that your Project Output Format is set to stereo. You can access this option on the menu by following Edit > Project Settings > Audio > Default Speaker Mode > Stereo.

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