The 3D Spatial Audio system in Houdini integrates 3D animation and geometry with sound effects. You can animate sound sources and microphones in your scene to create realistic environmental audio.
Environmental audio uses several components to integrate audio with scene elements.
Creates virtual audio in the scene. It uses the first channel of a CHOP which contains the actual audio data. It has a position, an orientation, volume controls, and projection cones.
You can use this to create filters .
A positional listening point. This object defines the position, orientation, sensitivity and listening cones for “recording” virtual audio in the scene.
You can use geometry as obstacles to block sound. The geometry must have a sound material (a set of filters created with the Acoustic CHOP) associated with it. Sound obstacles should be lightweight geometry.
|Spatial audio CHOP|
The Spatial Audio CHOP is the central hub for all audio components and the “rendering engine” of the 3D audio system. The Spatial Audio CHOP:
The basic 3D audio setup is a Sound object, a Microphone object, and a Spatial audio CHOP. The Sound object requires a CHOP containing the audio to project (usually a File CHOP loading an audio file).
You can use any number of microphones and sound sources. Each microphone produces an audio track which is mixed into the Spatial Audio CHOP.