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wiki/concepts/SpatialAudio.md
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title: "Spatial Audio"
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type: concept
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tags: [game-audio, 3d, spatialization]
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sources: [game-audio-engineer]
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last_updated: 2026-04-26
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---
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## Aliases
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- 3D Audio
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- 3D Spatialization
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- World-space Audio
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- Positional Audio
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## Definition
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基于 3D 空间化的音效定位与衰减系统。所有世界空间音效(diegetic sounds)必须使用 3D 空间化,通过 raycast 驱动的 occlusion/obstruction 参数和 reverb zone 匹配,实现物理真实的听音体验。核心原则:**所有世界空间音效必须使用 3D 空间化,场景音效不得使用 2D 播放**。
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## Core Mechanism
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### Attenuation(衰减)
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| 参数 | 说明 |
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|------|------|
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| Minimum Distance | 满音量距离(米) |
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| Maximum Distance | 不可听距离(米) |
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| Rolloff | Logarithmic(真实)/ Linear(风格化)——按游戏指定 |
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### Occlusion & Obstruction
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- **方法**:从 listener 到声源的 raycast
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- **参数**:`Occlusion`(0=开放,1=完全遮挡)
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- **最大遮挡**:低通滤波截止频率 800Hz
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- **每帧限制**:最多 4 个 raycast(跨帧错开更新)
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### Reverb Zone 规格
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| 区域类型 | Pre-delay | 混响时间 | Wet % |
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|---------|-----------|---------|-------|
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| Outdoor | 20ms | 0.8s | 15% |
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| Indoor | 30ms | 1.5s | 35% |
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| Cave | 50ms | 3.5s | 60% |
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| Metal Room | 15ms | 1.0s | 45% |
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Reverb zone 必须与视觉环境匹配。
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## Advanced: HRTF & Ambisonics
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- **HRTF**(Head-Related Transfer Functions):用于真实仰角定位,在第一人称/VR 上下文中提供更真实的音频空间感
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- **FOA**(First-Order Ambisonics):VR 音频首选,从 B-format 到耳机双耳解码
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- **关键原则**:资产以单声道制作,让空间引擎处理 3D 定位——永远不要预烘焙立体声定位
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## Connections
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- [[AdaptiveMusic]] ← extends ← [[SpatialAudio]]:音乐系统也受益于空间化(玩家移动时音乐视角变化)
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- [[AudioMiddleware]](FMOD/Wwise):提供空间化 API
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- [[game-audio-engineer]] ← authored_by ← [[GameAudioEngineer]]
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## Related Concepts
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- [[AdaptiveMusic]]:自适应音乐系统,与空间音频共享中间件基础设施
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- [[Ambisonics]]:高阶空间音频格式(作为 Spatial Audio 的进阶形式)
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## Sources
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- [[game-audio-engineer]]:完整规范包括 Attenuation 参数表、Occlusion raycast 策略、Reverb Zone 规格表、HRTF/FOA 高级配置
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