This is about 4.23 (since 4.22 is very buggy with the various audio plugins).
What exactly can someone currently do with Ambisonics in UE4?
My case description. I’ve been thrown into a VR project where there is a room and a musical instrument playing in the middle of the room. I’ve done the recording on location using a surround technique and then converted to Ambisonics AmbiX, but without the Z channel (so Z is silent in my 4-ch wav). The multi-mic setup was fixed in a position close to the front side of the musical instrument. That day I also made a verbal position check by having a person speaking around the mic, for instance saying Front, Front Left, Left, Rear Left, Rear, etc. the full circle around the mic. This all converted to binaural sounds fine in my DAW and I can rotate the sound field by turning my view. Then I throw this in UE4 and try to experiment with Steam audio and Resonance audio plugins. I set the sound to play directly in front of my view and the localization sounds normal. But if I turn my view around the sound becomes suddenly almost mono, panned to the left or right, losing all the realistic width that it should have in a VR project. As far as I know, I have set all settings in all assets correctly (hrtf, binaural, etc).
My (ideal) plan is to use the Ambisonics material recorded in the room and somehow from it get a better simulation of the sound propagating around the room. With my ambisonics material I have in theory a 360 degree circular sound field representation of the room. If I had the height channel it would be a sphere but for my case it is a circle, which is still fine for the application. But how to implement this in UE4?..I know this is all a newborn field and I don’t expect a super realistic representation but at least with the current recording techniques and methods it should be much better than what we could do in the past years with simple stereo recordings (talking about game engines at least).
Thanks in advance for any elaboration.