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Creating a Space

Follow the content publishing to create a space with the proper Realscale/Dollhouse setup to suit your needs.

Installing MS Acoustics

Follow the instructions from MS Acoustics for a Unity integration for Unity Audio. In addition to the installation documentation, you’ll want to read the design and baking documentation, as you’ll want to preview your content in Unity before importing it into Altoura.

Setting up your space for preview and asset bundle creation

Make sure your Realscale asset bundle contains all the space geometry, and the proper materials are applied. Set up your audio sources with acoustic adjust scripts as per the MS Acoustics directions but place them OUTSIDE of the asset bundle. It’s recommended that you attach your audio sources to 3D objects, so you can see them in the space in the Altoura app. These will be your preview audio sources, which will need to be duplicated later to create audio sources for export from Unity and then import into Altoura. Also, when you place your Acoustics Manager, place it OUTSIDE the asset bundle as well. The asset bundle for the space only needs to contain the floor, the default meeple position and all the geometry for the scene. The audio sources and Acoustics Manager data will be added to Altoura separately.
It is recommended at this point that you add an audio clip to your preview audio source, and set the attenuation to roughly what you envision. You can also add a MS Acoustics Adjust script to the audio source, but you won’t hear the effects until you bake the scene. NOTE: no in-app play/stop controls are available for this version, so you’ll want make sure your audio clip is looping and the audio source is set to play on awake. Make sure you follow the MS Acoustics instructions on adding the MS Acoustics plugin to the mixer, assigning the audio source to the mixer, and making your attenuation fully 3D. Before moving on to the next step, make sure the proper materials are applied in your scene.

Baking Your Scene Geometry

All of the instructions for baking are included in the MS Acoustics documentation: Project Acoustics Unity Bake.

Baking Best Practice

• Before Baking, make sure all your MS Acoustics gizmos are showing, as you’ll want to make sure the geometry is set up right before calculating probes. After calculating, you should see geometry/probes/voxels visually represented in your scene like this: 780 • It is highly recommended to use an Azure Batch process to bake, as baking locally takes much longer. • Set geometry/navigation on ONLY the items that are relevant-floors, walls, ceilings, large obstructions • Do not set geometry/navigation on an item containing an audio source unless you’re ok with the possibility the geometry could occlude or obstruct the sound from that source • Keep your materials list as simple and clear as possible

Auditioning your audio before creating Emitter Objects

Once your scene is baked, the first thing to do is add the .ace file that was generated to the MS Acoustics Manager, as per the MS Acoustics instructions. 346 Once the .ace file is added and gizmos are still enabled, you should be able to see a graphical representation of the geometry in game view, just like you could previously in editor view. The next step is to set up your audio source just the way you’d like it to sound, tweaking the audio source settings and Acoustics Adjust Script. Once your preview Audio Source is set up, you will then need to duplicate it and delete the MS Acoustics Adjust script. This will become the audio emitter that you import into Altoura, where the Acoustics Adjust script settings will be manually added. Export your realscale(and dollhouse if you’d like) prefab as an asset bundle, as per Altoura instructions. Export whatever Audio Sources(the duplicated versions without Acoustics Adjust scripts) you want to use as their own asset bundles as well.

Uploading your .ace file to a URL

Once you have the backed ace file ready you can upload this ace file to any of cloud storage system and then get the downloadable url for the ace file and mentioned this URL in altoura portal.

Importing Content into Altoura

Follow Altoura instructions to create your space with the Realscale asset bundle you’ve exported. Once you’ve created your space, in the advanced config, you’ll need to add these settings: 562 IsAcousticsEnable must be set to true, and acousticsACCURL must point to the URL where the .ace file resides. Next, you’ll upload your Audio Emitter asset bundles to the Portal as objects in your object library. Follow these directions if you need a refresher. In the Object properties, tag them as audio emitters. 502 And in the Audio Emitter Object’s advanced config, you’ll add all the Acoustics Adjust Script settings as a json string: 735

Adding Your Content in App

Now that you’ve created your space and audio emitter objects, it’s time to add your content in app, on PC or Mac. Open Altoura, then open the project that contains your space. It’s recommended that you clear your cache before opening your project. Then open the menu on the left and choose Space Builder. 554 Long press on the surface where you want to add your object-it must be a surface that supports the constraints you’ve placed on the object when you created it. A radial menu should show up, with the add object button available. Press this button. 554 Now the object library for your organization should show up. Find your audio emitter object and double click on it. 515 At this point the audio emitter object should be placed in the scene. NOTE: if the audio effects do not sound correct, try reloading the scene. 501