Sound xR Core for Windows: Trial Ver.
A spatial audio processing engine for earphones and headphones, enabling 360° three-dimensional sound representation in all directions.

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- Category:
- Tools › Audio
- Developer:
- Yamaha Corporation
- Price:
- FREE
- Favorites:
- 12
- Supported Unity Versions:
- 2020.3.47 or higher
- Current Version:
- 1.4.0
- Download Size:
- 29.95 MB
- Last Update:
- Dec 8, 2023
- Description:
- Sound xR Core for Windows: Trial Ver. is a trial package for a spatial audio processing engine, specifically designed for earphones and headphones. It allows you to design an interactive and high-quality sound image localization and sound space in the application area of xReality, which includes VR/AR/MR/SR. This package provides a plug-in for planning Windows applications under the Unity environment, in the Unity Package format.
The package consists of a plug-in and a read me file in both English and Japanese. It is recommended to use this package with Windows 10/11 (64 bits) and Unity 2020, 2021, or 2022. The package includes three main functions:
1. Binauralizer: converts audio source to be spatialized
2. HOA (Hight Order Ambisonics): plays an HOA file
3. Audio source playback area setting function: controls the area in which audio source are played
For commercial use, a separate corporate contract is required. You can purchase the product version at the Unity Asset Store. - Technical Details:
- Operating environment:
* Correspondence platform: Windows10/11 (64 bits)
* Operation confirming Unity: Unity 2020, 2021, 2022
* Reproduction environment: for headphone / earphone
Functions:
1. Binauralizer
* Converts audio source to be spatialized
* Mono in / stereo out
* Sampling frequency: 48 kHz corresponds
2. HOA (Hight Order Ambisonics)
* Plays an HOA file
* Corresponds to the 1-5th Ambisonics
* Ambisonic format: B-Format (AmibiX) -- correspondence (file format: wav)
* Sampling frequency: 48 kHz corresponds
3. Audio source playback area setting function
* Controls the area in which audio source are played
* Place a GameObject in the scene to specify the area where the audio source can be heard
* Add SpatializedSoundArea component to any GameObject that has an AudioSource
Others:
* About HRTF characteristic sets
+ You can select the HRTF (head-related transfer function) characteristic set used for spatial audio processing from the two types - Continue »