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Vivox Unreal SDK

Positional channel properties

Understand properties for positional channels in Vivox.
Read time 1 minuteLast updated 2 days ago

The audio experience of a user in a positional audio channel is determined by the
Channel3DProperties
component of the
ChannelId
that is passed in to the
IChannelSession
during its construction.
The following properties control the 3D experience in the channel. Each of these properties are detailed in the HTML reference for the
Channel3DProperties
class.
  • AudibleDistance
    • The maximum distance away from a speaker that a listener can hear the speaker and receive their text messages.
    • The default value is 2700.
  • ConversationalDistance
    • Controls the range within which a speaker’s audio remains at its original volume, and beyond which the loudness of the voice chat starts to fade out when heard.
    • The default value is 90.
  • AudioFadeModel
    • Specifies the formula or curve that controls the shape of how the audio fades between the
      ConversationalDistance
      and the
      AudibleDistance
      .
    • The default value is
      EAudioFadeModel::InverseByDistance
      .
  • AudioFadeIntensityByDistance
    • Controls the amplitude of the
      AudioFadeModel
      curve to make the attenuation of the voice chat loudness more or less extreme.
    • The default value is 1.0.
The default
Channel3DProperties
values were chosen to provide the most natural sounding, acoustically realistic 3D audio that is suitable for most situations. When using the default properties, any listener within 27 meters (about 88.5 feet) can hear a speaker, and the speaker is heard at full volume by anyone within 0.9 meters (about 3 feet).
When customizing distance values, consider the following guidelines:
  • You can represent the AudibleDistance and ConversationalDistance in any units, but the two units must always match. The values can be different.
  • ConversationalDistance is the distance from the listener at which a speaker’s voice is heard at its original volume. This must be an integer in the range 0 <= ConversationalDistance <= AudibleDistance. Consider this to be the expected close-by conversational distance.
  • The
    ConversationalDistance
    sounds the most realistic when it's half the height of a typical speaking entity in your game.
    If your players are shorter or taller than typical adult humans, considering adjusting this value to match.
  • When using the default
    AudioFadeModel
    value, if you want voice chat to naturally fade to near zero loudness at the edge of the
    AudibleDistance
    so it doesn't sound like it's being abruptly cut off, then set the
    AudibleDistance
    to a minimum of:
    32 ×
    ConversationalDistance
    ÷
    AudioFadeIntensityByDistance
    .
    If you want a lower max
    AudibleDistance
    , for example, to limit the range of received texts, then you can increase
    AudioFadeIntensityByDistance
    .
    Depending on the amount of ambient game noise or music, you might want to further adjust these values to ensure that voice chat is heard only at the distances you want.
  • When using the
    ExponentialByDistance
    AudioFadeModel
    , it's recommended that you keep the
    ConversationalDistance
    value at 1 or greater.
  • When using the
    ExponentialByDistance
    AudioFadeModel
    , it's recommended that you adjust the value of the
    AudioFadeIntensityByDistance
    property based on the following formula:
    AudioFadeIntensityByDistance
    = 3 ÷ (1 + 1.75 × log10(
    ConversationalDistance
    ))