- By specifying certain parameters to ASR, you can perform spatial audio rendering. If you specify a 3D audio ASR Rack as the voice output destination, it will be played in that 3D audio format.
About the spatial sound function of CRI ADX
- The spatial audio that can be reproduced and rendered by CRI ADX can be divided into three types:
- For each of the above 3D sound playback methods, you can perform Binaural playback for headphones.
You can also do Pass- Passthrough for outputs you don't want spatialization applied to.
The diagram below summarizes the general flow of playback for each type of surround sound.
Channel base (multi-channel)
- The CRI ADX offers two channel-based features:
- Playback of audio material up to 7.1.4ch
- Mixing with up to 7.1.4.4ch panning
Playback of audio material up to 7.1.4ch
- Using CRI Atom Craft, you can use up to 7.1.4ch audio material. For more information, please refer to the 7.1.4ch related section in the CRI Atom Craft manual.
Mixing with panning up to 7.1.4.4ch
- It is possible to create a mixer that assumes output to speakers not only on the horizontal plane, but also above and below.
This makes it possible to output mono or stereo audio from overhead speakers, or use binaural processing to create the illusion of sound coming from below in a headphone environment.
- If you specify the speaker configuration for ASR as one of the following values, an ASR will be created accordingly.
- You can specify the speaker mapping for ASR directly or automatically from the Number of channels. For details, see below.
- Attention
- Since 5.1.2ch has the same 8ch as 7.1ch, the Number of channels cannot be automatically set by default. To play 5.1.2ch, please set one of the following.
- If the platform does not support the specified Number of channels, such as 7.1.4ch, the channel count will be converted to the Number of channels supported by the platform as described in Number of channels and platform .
- To create a channel-based spatial ASR, you do not necessarily need to specify CriWare.CriAtomEx.SoundRendererType.Spatial for CriWare.CriAtomExAsrRack.Config.soundRendererType.
However, if you specify CriWare.CriAtomEx.SoundRendererType.Spatial, you can enjoy binaural playback in virtual surround.
For binaural playback, see Binaural playback .
Scene base (Ambisonics)
- Ambisonics is a type of surround sound format that allows you to record and play back sounds from a sphere centered on a single point. CRI ADX supports Ambisonics playback as follows:
- Playback of audio material up to 3rd order Ambisonics
- CRI ADX supports audio material in up to third-order FuMa maxN format and ACN SN3D (AmbiX) format.
For playback of Ambisonics audio material, we recommend creating data files for ADX2 using CRI Atom Craft .
For details on how to set it up, please refer to the CRI Atom Craft tool manual.
Ambisonics audio playback also uses the 3D positioning function to change the listener's orientation, allowing for acoustic expression such as rotating the audio material.
If your platform's sound hardware supports Ambisonics audio playback, you can offload the playback process to the platform.
Object-based (mono source with position information)
- Object-based playback is a function that uses mono audio and its position information to play back the audio.
CRI ADX supports object-based playback as follows:
- Note
- Like conventional 3D positioning, object-based playback uses the position information of the sound source calculated from the coordinates of the source and listener.
However, unlike 3D positioning, object-based playback does not involve conversion (panning) to multi-channel audio such as 5.1ch or 7.1ch, or mixing within the ADX.
- If you are using CRI Atom Craft to author your data, you can specify "object-based playback" for your data.
When data is linked using CRI Atom Craft , the ASR Rack for object-based playback required for object-based playback is automatically created when ACF is registered.
To create an ASR Rack for object-based playback programmatically without using data integration, Please specify CriWare.CriAtomEx.SoundRendererType.Object to CriWare.CriAtomExAsrRack.Config.soundRendererType and create a rack.
In this case, you must set CriWare.CriAtom.SpeakerMapping.Object to CriWare.CriAtomExAsrRack.Config.speakerMapping.
Playback using platform features
- Some platforms can receive audio and location information from your application and use platform features to perform object-based playback.
If the platform does not have object-based playback capabilities, audio will fall back to Fallback playback .
- Attention
- you use the platform function to perform object-based playback, all subsequent signal processing is left to the platform, and ADX cannot interfere with it at all.
Additionally, due to the use of platform features, identical results may not be achieved across platforms.
Playback using the binauralizer
- Using the binauralizer built into the ADX, the audio is reproduced as binaural stereo sound.
Since binaural processing is performed for each single sound, more accurate localization can be achieved than with channel-based binaural processing. For more information, see " Binaural playback ".
Fallback playback
- When audio cannot be played as an object, it will be played as a channel instead, such as the ASR Rack on the main output.
In ADX, this is called fallback playback.
- The conditions for fallback playback are as follows:
- When playing on a platform with object-based playback and the binauralizer disabled
- When you try to play using the platform functions, but are unable to play (due to insufficient playback resources, etc.)
- When ADX object-based playback exceeds the maximum polyphony
- Fallback settings are specified through data integration using CRI Atom Craft .
Data integration
This is done in the output port settings for object-based audio on the CRI Atom Craft .
You can specify whether to use the main output ASR Rack or a dedicated ASR Rack as the fallback destination.
- If a fallback occurs without a specified fallback destination, the sound will stop playing.
In addition, the fallback playback audio is routed to the MasterOut bus of the fallback destination ASR Rack.
Therefore, please note that if a DSP bus setting that sets an effect on the MasterOut bus is applied to the fallback destination ASR Rack, that effect will be affected.
Pass- Passthrough
- Depending on the platform, unique spatial audio processing may be added to all sounds played on a normal channel basis.
Passthrough playback is a method of playback for audio such as UI and BGM where it is not desirable to apply spatial audio processing.
Passthrough playback of audio will not be subject to the spatial sound processing of either the ADX or the platform.
- You can create an ASR Rack for Passthrough playback by specifying CriWare.CriAtomEx.SoundRendererType.Passtrough for CriWare.CriAtomExAsrRack.Config.soundRendererType.
Other than avoiding spatial audio processing, this is no different from normal channel-based playback.
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