An in depth collection of drag ’n drop, Ambisonic 1st Order FuMa recordings. Audio assets you need to create your Urban City vibrant and alive. Good for surround sound of any format, VR, games, documentaries, video, background ambience and more.
Ambisonic Environments: City
SoundCloud Examples - (examples decoded to UHJ Stereo as soundcloud doesn't support ambisonics)
An ambisonic recording uses a multi-capsule microphone to capture a spherical representation of sound from a single point.
Unreal Engine takes these formatted recordings and uses them like any other sound cue...but the difference between traditional stereo and Ambisonics in the Engine is HUGE!
Here is a video of an Unreal project where you will be able to tell the difference between stereo and ambisonics and why you may want to look for ambisonics for your ambient game audio. And another great thing is you don't really need to know about how ambisonics work, they just will with this package. But here's a little snippet of the theory:
B-Format 1st Order is the decoded audio, representing the spherical sound space with 4-channels: W, X, Y, Z:
• W = Sum of all signals from all directions
• X = is a figure-8 bi-directional polar pattern pointing forward.
• Y = is a figure-8 bi-directional polar pattern pointing to the left.
• Z = is a figure-8 bi-directional polar pattern pointing up.
1st Order: Records Up, Down, Forward, Backward, Left, and Right all at the same time (Most Game Engines Use ONLY 1st Order)
All formats are 16 bit @ 44 kHz
• FuMa 1st Order (B-Format)
• W, X, Y, Z
All audio assets are LOOP-ABLE
Every asset is loop able, most assets have:
• 1 minute loop
• 2 minute loop
• 3 minute loop
• 5 minute loop
Inside and Outside Car Ambience
Clubs inside and outside
Union Station inside and outside
FootstepsFootsteps (Grass, Sidewalk, Street: walk, run, turn, jump, land)
Total .wav: 479
Total cues: 494
• Please contact for any questions, suggestions, or personal requests at https://davidwoje.com
Supported Development Platforms: