Asset: Spatial Preset
What is a Spatial Preset
- A Spatial Preset defines how a sound behaves in 3D space, controlling how it changes based on distance, angle, or other spatial factors.
- For example, footsteps should sound closer or quieter depending on the player’s distance, while an explosion behind the player should pan accordingly.
- In game engines, these spatialization rules are applied at runtime, making sounds dynamically respond to player movement and environment geometry. By standardizing spatial settings in presets, you can reuse them across multiple patches, ensuring consistent 3D audio behavior throughout the project
How to create and edit a Spatial asset
- In Elias, Spatial Presets can be created in the standalone studio application, but are edited using the Spatial Editor tool (found in the Tools menu) at the moment.
- A preset typically contains curves that define how audio properties—such as volume, panning, filtering, or reverb send—change as a listener moves relative to the sound source.
- You can enable Spatialization on a patch even with out connecting that to a spatial preset. In this case, the patch will use default values and curves for Spatial settings.
The Spatial Editor allows you to
- Select the Spatial Preset in the Asset field.
- Choose the curve you want to edit (e.g., distance attenuation, low-pass filter over distance, reverb send, etc.).
- Edit the curve to define how the parameter changes over space.
- Curve editing controls:
- Left-click on the curve to add a point.
- Left-click on a point to remove or edit it.
- Right-click and drag a point to move it.
- Adjust the X Limit and Y Limit fields to expand the graph range.
Assigning a Spatial Preset to a Patch
- Open the patch where you want to enable spatialization.
- Turn on Spatialization (lower-right corner of the patch window).
- Select the Spatial Preset you want to use, or leave this field empty to use default settings.