Version
menu
After you configure your project as described in the preceding sections of this guide, you can start generating reflections and hearing acoustics. However, Wwise does not provide an interface to control the actual room itself (geometry, room materials, and so on). You must configure these properties in the Unity or Unreal game engines.
In order to tell the Meta XR Audio SDK which of the two options to use, navigate to Edit > Project Settings > Meta XR Acoustics. Find the Acoustic Model menu and select the desired option. If your project uses the automatic option, it uses Raytraced Acoustics by default.
To determine which model a component will use, look at the prefix of the name:
“MetaXRAudioRoom” components adjust the Shoebox Room
“MetaXRAcoustic” components adjust the Raytraced Acoustics
![]() | Note |
---|---|
To use Acoustic Ray Tracing, see ( Acoustic Ray Tracing). If you prefer to use the lightweight Static Room engine, continue reading this page to learn about the Room Acoustic Properties component. |
The room acoustics feature provides realistic spatial early reflections and reverb for a room, which creates a sense of space and helps to anchor spatial audio sources in the world. The room dimensions and materials can be manually configured to receive a response that matches your scene. If there is no Room Acoustic component in the scene, a default room is applied.
Use only one instance of the Room Acoustics component in a scene. If more than one Room Acoustics component exists in a scene, the behavior is undefined. You can place the Room Acoustics component anywhere in the scene hierarchy. You can add it to an empty GameObject, for example.
The properties of the Static Room acoustics engine are controlled by the Room Acoustics Properties component. This component determines the sound of the reflections and reverb applied to sounds. A large room creates a long reverb tail, and hard materials make the room more reverberant (louder reverb).
If a scene has multiple rooms and you want to have different acoustics in each room, the properties of the Room Acoustics component can be updated at runtime.
Use only one instance of the Room Acoustics component in a scene. Updating its properties (for example, changing the width, height, and depth) immediately changes the reflections and reverberation applied to sound sources, which creates the illusion of moving from one room to another.
Developers must determine when to update the properties. One option is to use invisible colliders placed in different parts of a scene that trigger a change in the properties when a player enters them.
When using early reflections, set non-cubical room dimensions. A perfectly cubical room might create reinforcing echoes that can cause sounds to be poorly spatialized. Ensure that the room size approximately matches the size of the room in the game so the audio reinforces the visuals. The shoebox model works best when simulating rooms. Use a separate, complementary reverb for large spaces and outdoor areas.
Make sure that your Project Output Format is set to Stereo. From the menu bar, select Edit > Project Settings > Audio > Default Speaker Mode > Stereo.
Questions? Problems? Need more info? Contact us, and we can help!
Visit our Support pageRegister your project and we'll help you get started with no strings attached!
Get started with Wwise