I'm using the plugin now. It has so much potential. Love the interface and the Dynamic Reverb HRTF functions are the highlight of the plugin, imo. Thank you.
Heya nice plugin! I'm curious how you implemented HRTF's, I can't seem to find any info on them in the documentation so I assume you use a third party library?
Hi, we do not use 3rd party library. We implemented the HRTF node based on IIR filters approximation, instead of using FIR filters like conventional approaches. It's based on current researches in the field, but we modify them to make the calculation less computationally expensive. To smoothly change parameters at runtime, we extract data from public datasets and apply different interpolation techniques for each parameter. We talk a little bit about this in our HRTF node video: th-cam.com/video/zldr8GMwpEM/w-d-xo.htmlsi=OVPJzCEvn11utZgo
@@ProceduralSFXOh that is really cool. I wonder how this differs from the binaural setting that exists in the engine ( just found it exists ), is this similar to HRTF? This can be set in the metasounds attenuation settings ( panning or binaural ). I'm curious how the reverb and reflections are made? Do you spawn separate sound cues / metasounds that has it's settings based on the enviroment? I think I'll get this plugin sometime this week for my own project, but I'll also like to learn how it's made. Is the source code available to users? Thanks for replying!
@@makyuri154 UE 5 doesn't have a default implementation for HRTF. The binaural in the attenuation settings is meant to be used with other plugins. For details you can view UE5 Sound Attenuation documentation. The same Metasounds graph can be used to create the reverb. You can also use a separate global reverb graph for better performance. So the reverb parameters are calculated by our Dynamic Reverb Component, which scans the scene in realtime. When a MetaSounds graph is played, if it implements our Spatial interface then the calculated data is passed into this graph. With the scene data and our reverb node you can determine how the reverb will be created from your SFX. Yes, the source code is available for users. We do not use any 3rd party dynamic link library so no code path is hidden. If you want to learn more about how it's implemented feel free to contact us on our discord.
I'm using the plugin now. It has so much potential. Love the interface and the Dynamic Reverb HRTF functions are the highlight of the plugin, imo. Thank you.
Heya nice plugin! I'm curious how you implemented HRTF's, I can't seem to find any info on them in the documentation so I assume you use a third party library?
Hi, we do not use 3rd party library. We implemented the HRTF node based on IIR filters approximation, instead of using FIR filters like conventional approaches.
It's based on current researches in the field, but we modify them to make the calculation less computationally expensive.
To smoothly change parameters at runtime, we extract data from public datasets and apply different interpolation techniques for each parameter.
We talk a little bit about this in our HRTF node video: th-cam.com/video/zldr8GMwpEM/w-d-xo.htmlsi=OVPJzCEvn11utZgo
@@ProceduralSFXOh that is really cool. I wonder how this differs from the binaural setting that exists in the engine ( just found it exists ), is this similar to HRTF? This can be set in the metasounds attenuation settings ( panning or binaural ).
I'm curious how the reverb and reflections are made? Do you spawn separate sound cues / metasounds that has it's settings based on the enviroment?
I think I'll get this plugin sometime this week for my own project, but I'll also like to learn how it's made. Is the source code available to users? Thanks for replying!
@@makyuri154 UE 5 doesn't have a default implementation for HRTF. The binaural in the attenuation settings is meant to be used with other plugins. For details you can view UE5 Sound Attenuation documentation.
The same Metasounds graph can be used to create the reverb. You can also use a separate global reverb graph for better performance.
So the reverb parameters are calculated by our Dynamic Reverb Component, which scans the scene in realtime. When a MetaSounds graph is played, if it implements our Spatial interface then the calculated data is passed into this graph. With the scene data and our reverb node you can determine how the reverb will be created from your SFX.
Yes, the source code is available for users. We do not use any 3rd party dynamic link library so no code path is hidden.
If you want to learn more about how it's implemented feel free to contact us on our discord.