Unity Package Types
Audio Mixers and Groups
In Spatial you have the option to control the volume of separate audio categories to suite your own audio setup and preferences.
Inside Unity, this is achieved by using Audio Mixers. As a creator, all sounds you create in a space must be routed through an audio mixer in order for these audio settings to work.
Guidelines and Requirements
Ultimately Spatial gives you full control of the audio you output to your space. Ears are sensitive and improperly configured audio has the potential to hurt players.
- All sounds should be correctly routed to the available categories
Background music. Diegetic music can be categorized as “ambience” if you feel it is appropriate.
Miscellaneous sounds of “action”, typically lasting at most several seconds. Explosions, slam dunking, and laser beams are all sound effects.
In-game characters/NPCs talking or narration. This does NOT control voice chat.
The sounds of the environment. Wind blowing and leaves rustling.
Sounds from your UI. When you click a button and it makes a satisfying bloop.
- If the user has
Master Volumeset to
0%your space should not produce any sound.
- The Master Volume output should be balanced to a Maximum of
0db. An average level of about
How to Use the Default Mixer
The Toolkit Starter Template will come with a simple audio mixer with all the required parameters already exposed.
SpatialSFX in your project you will need to assign a mixer group in the inspector. Opening the object selector will give you a nicely organized list of groups you can use. Just select the category you want and you are good to go!
Avoid the Master Group
In the default group you have the option of routing sounds to the
Master group. This will bypass all audio sliders besides the
Master Volume. This could result in a certain sound playing much louder than is comfortable for a user depending on their Spatial and System audio settings.
How to Setup Custom Mixers
The easiest way to create a custom mixer is to duplicate the Toolkit mixer and do your custom chaining as child groups to the default categories.
Setting Up a Fresh Mixer
If you want to start from scratch or adapt an existing mixer you have you must expose and rename all of the proper
volume parameters. If you don’t expose the parameters properly you will be blocked from uploading.
🚨 This should control the output volume of the entire mixer. AKA this should be the exposed volume parameter on the
volume parameter of music
volume parameter of SFX
volume parameter of dialogue
volume parameter of ambience
volume parameter of interface
Exposing these parameters links the users audio settings sliders to the volumes of the group you select.
Below is an example of exposing the masterVolume parameter on a brand new mixer. This needs to be repeated for each parameter.