Simple. Powerful. Virtually Real.
The audire audio engine is a powerful yet easy to use middleware solution for spatial audio integration to be used by games, entertainment, technical simulations or any other application. It provides a 3D-Object based approach where objects contain configurable sound sources that emit sound into space. Applications use a command-based interface to control audire. audire integrates an own rendering technology to support multichannel audio system like Dolby Atmos ® , DTS:X, Auro 3D or and IAMF.
Highlights
- Object based playback of sounds in 3D space
- features a World Sound Spreading model
– attenuation for sounds (volume, frequency band) emitted by objects depending on distance
– optional sound propagation delay of object sounds
– Doppler effect for object movement
– user defined sound obstacle placement - control by commands and command parameters allows for a script-like coding
- is designed for performance with low impact on the application
- uses the audire Repository Designer to create audio object class definitions
and to assign audio data to sound sources of objects - supports many common formats of audio files to be assigned to sound sources
- supports multichannel audio to be assigned to static audio object classes
- supports 3rd order ambisonics files (FuMa or Ambix) to be assigned to sound field object classes
- allows for multithreaded control
- features a rich command set to control objects (positioning, movement)
and object sounds (fading, crossfading, EQ-ing, frequency change) - listener positioning allows for reactions on head movements
- provides vicinity effects for improved audio immersion
- integrates with game engines and applications using native C – API and Class Interfaces for C++ and C#
Features
Object-based Sound Management
Sound in audire is emitted by sound sources which are part of an object. Objects can be created based on object classes that define all relevant properties of the object type, sound sources and sounds. The application creates objects in audire at runtime.
Sound propagation model
Sound sources can emit sound equally in all directions (omnidirectional), or directed within emitting cones.
audire models
• directional sound spread using cones and
cone transitions
• sound emitting power and sound
perception related to emitter distance
• sound propagation delay
Smart Repositories
audire repositories combine object class definitions with your audio assets that should be used for application sounds. Use audire Repository Designer to define your application object types, to assign audio to object sounds, to create application specific repositories and to export class definitions for your application IDE.
Repositories are loaded by audire at runtime.
Create your audire application
audire is provided as a DLL to your application.
It is controlled by script-like commands and provides very lean C-API. Class-interfaces for the API are provided for C++ or C#.
To support an object-oriented application programming approach,
C++ or C# class interfaces for your audire object definitions can be created by audire Repository Designer.
Furthermore, the audire audio engine supports multi-thread applications.
Powerfull command set to control audire
audire is controlled using a powerfull command set that lets the application easily
• load and unload repositories
• set the listener’s position data
• create objects and set their position data
• control object’s sounds with a wide set
of commands