Spatial Plugin + Audio Directivity

What is the best solution for audio directivity? The experience will require 3D spatial audio so will either be using resonance or oculus spatializer, but I don’t know if either of those plugin’s provide great user controls for customizing the attenuation curves for cone or fustrum output. I see that FMOD has some directivity controls, but can those be used in conjunction with one of these plugins?

“What is the best solution for audio directivity” is an extremely broad question, and therefore difficult to answer. Could you tell us what criteria you’ll be using to decide which option is “best?” Quality? Resource cost? Specific technologies? The platforms you’re planning to release your game on will also have a major impact on what options are available.

Yes.

FMOD Studio allows you to use multiple different methods to affect audio. You could, for example, use an event cone angle built-in parameter automating a gain effect to define how loud an event instance is from all different angles before routing the signal to either of the spatialization solutions you mentioned in order to get the best of both worlds.

If you describe in more detail what behavior you’re trying to achieve, we should be able to tell you how to achieve it.