Prefab MidiSpatializer

Sound Spatialization is a key component of the player’s immersion. Our ears and brains are highly aware of microscopic delays between the sound received from a source at the left and right ears respectively. Furthermore we are capable of unconsciously interpreting a change in the balance of high frequencies to tell if an object is in front of, behind or even above or below us: Sound is extremely important in our daily navigation, we just maybe don’t notice it that much! (extracted from Unity Doc, see here for all the text).

MidiSpatializer is a Prefab available with the Pro version which is able to apply 3D position for sound to each channel or instrument.

  • This Prefab is available with MPTK Pro.
  • Scripting is necessary to use this Prefab to defined your rules for calculating positions.
  • Be ready for your AR/VR application!
  • See an example with source code at the end of this page and the demonstration available in the package. Below a video of the demo.
Watch and listen the result!

Setup Spatialization with Unity

See here.

Inspector parameters

When running:

  • This prefab is based on the MidiFilePlayer Prefab, so the inspector is quite the same. See Here.
  • The only difference is that “Spatialization” is forced to true.

Integration of MidiSpatializer in your script

See TestSpatializerFly.cs and events associated in the canvas gameobjects of MidiSpatializer scene for the whole example.

using MidiPlayerTK; ... // Arrange each players depending of the current instrument // associated to the channel public void ArrangeByInstrument() { isPositionByInstrument = true; // Exec from the UI, applied to each MidiFilePlayer (MidiSynth) // 16 synths (one by channel) has been created at the start // of the main synth (where the Midi is read) and stored // in SpatialSynths // Below, we calculate a position for each. foreach (MidiFilePlayer mfp in MidiFilePlayer.SpatialSynths) { // Get the synth associate to this channel TestSpatializerFly tsf = mfp.gameObject.GetComponent<TestSpatializerFly>(); int preset = mfp.MPTK_ChannelPresetGetIndex(mfp.MPTK_DedicatedChannel); // Appply a 3D position depending the current preset tsf.PosSynth = PositionByInstrument(tsf.PosSynth, preset, mfp.MPTK_DedicatedChannel); } } /// <summary> /// Calculate the position based on the GM Instrument Families, see here: /// Try to deploy instrument in inverse V /// 1-8 Piano /// 9-16 Chromatic Percussion /// 17-24 Organ /// 25-32 Guitar /// 33-40 Bass /// 41-48 Strings /// 49-56 Ensemble /// 57-64 Brass /// 65-72 Reed /// 73-80 Pipe /// 81-88 Synth Lead /// 89-96 Synth Pad /// 97-104 Synth Effects /// 105-112 Ethnic /// 113-120 Percussive /// 121-128 Sound Effects /// /// </summary> /// <param name="preset"></param> /// <returns></returns> Vector3 PositionByInstrument(Vector3 posSynth, int preset, int channel) { float range = 950f; float x, z; if (channel != 9) { // left to right x = Mathf.Lerp(-range, range, (float)preset / 127f); // at left:ahead, center:bottom, at right:ahead z = preset < 64 ? z = Mathf.Lerp(0, range, (float)preset / 64f) : Mathf.Lerp(range, 0, ((float)preset - 64f) / 64f); } else { // Special case for drum: set to center at bottom x = 0f; z = range; } return new Vector3(x, posSynth.y, z); }
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