We are working on porting a Quest 2/3 project to PSVR2. Ambisonics is used rather heavily so we need a rendering solution to decode it with headtracking. It needs to be compatible with the FMOD mixer so we can apply effects like MB EQ, Sidechain, Compressor, Group volume etc…
We were looking at Resonance which seems to be compatible with PS5, but as I recall, it completely bypasses FMOD’s mixer. If we can’t find a decoder we will convert the ambisonics content to some object based alternative (4-12 sources around the environment), which would be very time consuming and challenging.
Is there any PS5 and FMOD supported Ambisonics decoder (+mixer compatible) we could use for the PSVR port?
Is there a way to avoid remixing all of the Ambisonics content in the game?
Resonance will bypass the mixer between the points where the Soundfield and Listener effects are placed, since that’s how the processing from Resonance takes place. However, the signal does have to re-enter the mixer at the Listener effect in order to be output by the FMOD system.
Placing the Listener effect on the master is usually recommended for simplicity, but it’s entirely possible to place multiple Listener effects where required on other buses or event audio tracks, and then apply any effects you want after that.
Thanks Leah!
That’s an interesting option that partially solves the issue. It still leaves the issue of not being able to inter-mix between the multiple layers of Ambisonics we have playing concurrently. These are all routed to the mixer where they affect each other according to whatever plays in parallel.
Hi Egozot! We at atmoky have an Ambisonic renderer within our trueSpatial package. Find more information as well as the links to the download on our developer hub: Index - atmoky trueSpatial
It doesn’t require any weird signal routing like resonance does. Feel free to give it a try and please let me know if you have any questions.
Can you elaborate on how exactly you’re trying to inter-mix the ambisonics? While you can’t affect the Resonance-routed signal while it’s being processed, you can still make use of sidechained compression or modulation both before or after the resonance plugins, once the signal has re-entered the FMOD mixer.
Otherwise, Atmoky’s solution is one that I would also consider exploring.