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Enhance your spatial computing app with RealityKit audio
Elevate your spatial computing experience using RealityKit audio. Discover how spatial audio can make your 3D immersive experiences come to life. From ambient audio, reverb, to real-time procedural audio that can add character to your 3D content, learn how RealityKit audio APIs can help make your app more engaging.
Chapters
- 0:00 - Introduction
- 2:01 - Spatial audio
- 11:43 - Collisions
- 16:57 - Reverb presets
- 18:24 - Immersive music
- 20:41 - Mix groups
Resources
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3:11 - Play vapor trail audio
// Vapor trail audio import RealityKit func playVaporTrailAudio(from engine: Entity) async throws { let resource = try await AudioFileResource(named: "VaporTrail") engine.playAudio(resource) }
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4:02 - Make vapor trail audio playback more dynamic
// Vapor trail audio import RealityKit func playVaporTrailAudio(from engine: Entity) async throws { let resource = try await AudioFileResource( named: "VaporTrail", configuration: AudioFileResource.Configuration( shouldLoop: true, shouldRandomizeStartTime: true ) ) let controller: AudioPlaybackController = engine.playAudio(resource) controller.gain = -.infinity controller.fade(to: .zero, duration: 1) let audioSource = Entity() audioSource.orientation = .init(angle: .pi, axis: [0, 1, 0]) audioSource.components.set( SpatialAudioComponent(directivity: .beam(focus: 0.25)) ) engine.addChild(audioSource) let controller = audioSource.playAudio(resource) }
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7:10 - Exhaust audio
// Exhaust audio import RealityKit func updateAudio(for exhaust: Entity, throttle: Float) { let gain = decibels(amplitude: throttle) exhaust.components[SpatialAudioComponent.self]?.gain = Audio.Decibel(gain) } func decibels(amplitude: Float) -> Float { 20 * log10(amplitude) }
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8:17 - Turbine audio
// Turbine audio import RealityKit var turbineController: AudioGeneratorController? func playTurbineAudio(from engine: Entity) { let audioUnit = try await AudioUnitTurbine.instantiate() let configuration = AudioGeneratorConfiguration(layoutTag: kAudioChannelLayoutTag_Mono) let format = AVAudioFormat( standardFormatWithSampleRate: Double(AudioGeneratorConfiguration.sampleRate), channelLayout: .init(layoutTag: configuration.layoutTag)! ) try audioUnit.outputBusses[0].setFormat(format) try audioUnit.allocateRenderResources() let renderBlock = audioUnit.internalRenderBlock turbineController = try engine.playAudio(configuration: configuration) { isSilence, timestamp, frameCount, outputData in var renderFlags = AudioUnitRenderActionFlags() return renderBlock(&renderFlags, timestamp, frameCount, 0, outputData, nil, nil) } }
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11:28 - Setting distance attenuation and gain
import RealityKit func configureDistanceAttenuation(for spaceshipHifi: Entity) { spaceshipHifi.components.set( SpatialAudioComponent( gain: -18, distanceAttenuation: .rolloff(factor: 4) ) ) }
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12:36 - Loudness variation
// Loudness variation import RealityKit func handleCollisionBegan(_ collision: CollisionEvents.Began) { let resource: AudioFileGroupResource // … let controller = collision.entityA.playAudio(resource) controller.gain = relativeLoudness(for: collision) }
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14:44 - Defining audio materials
// Audio materials import RealityKit enum AudioMaterial { case none case plastic case rock case metal case drywall case wood case glass case concrete case fabric } struct AudioMaterialComponent: Component { var material: AudioMaterial }
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14:53 - Setting audio materials
// Setting Audio Materials asteroid.components.set( AudioMaterialComponent(material: .rock) ) spaceship.components.set( AudioMaterialComponent(material: .plastic) )
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15:04 - Handling collision audio
// Audio materials import RealityKit func handleCollisionBegan(_ collision: CollisionEvents.Began) { guard let audioMaterials = audioMaterials(for: collision), let resource: AudioFileGroupResource = collisionAudio[audioMaterials] else { return } let controller = collision.entityA.playAudio(resource) controller.gain = relativeLoudness(for: collision) }
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17:18 - Reverb presets
// Reverb presets import Studio func prepareStudioEnvironment() async throws { let studio = try await Entity(named: "Studio", in: studioBundle) studio.components.set( ReverbComponent(reverb: .preset(.veryLargeRoom)) ) rootEntity.addChild(studio) }
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20:05 - Immersive music
// Immersive music import RealityKit func playJoyRideMusic(from entity: Entity) async throws { let resource = try await AudioFileResource( named: “JoyRideMusic”, configuration: .init( loadingStrategy: .stream, shouldLoop: true ) ) entity.components.set(AmbientAudioComponent()) entity.playAudio(resource) }
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21:57 - Using AudioMixGroup with a RealityKit entity
// Audio mix groups import RealityKit let resource = try await AudioFileResource( named: “JoyRideMusic”, configuration: .init( loadingStrategy: .stream, shouldLoop: true, mixGroupName: “Music” ) ) var audioMixerEntity = Entity() func updateMixGroup(named mixGroupName: String, to level: Audio.Decibel) { var mixGroup = AudioMixGroup(name: mixGroupName) mixGroup.gain = level let component = AudioMixGroupsComponent(mixGroups: [mixGroup]) audioMixerEntity.components.set(component) }
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