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articles/cognitive-services/Acoustics/unity-baking.md

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### Minimum hardware requirements
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* An x86-64 processor with at least 8 cores and 32 GB of RAM
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* [Hyper-V enabled](https://docs.microsoft.com/en-us/virtualization/hyper-v-on-windows/quick-start/enable-hyper-v) to run Docker
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* [Hyper-V enabled](https://docs.microsoft.com/virtualization/hyper-v-on-windows/quick-start/enable-hyper-v) to run Docker
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As an example, in our testing on an 8 core machine with Intel Xeon E5-1660 @ 3 GHz and 32 GB RAM -
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* A small scene with 100 probes can take about 2 hours for a coarse bake or 32 hours for a fine bake.

articles/cognitive-services/Acoustics/unity-quickstart.md

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* Click on the **Import** button to integrate the Unity package into your project
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![Screenshot of Unity Import Package diaglog](media/import-dialog.png)
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![Screenshot of Unity Import Package dialog](media/import-dialog.png)
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If you're importing the package into an existing project, see [Unity integration](unity-integration.md) for additional steps and notes.
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articles/cognitive-services/Acoustics/unreal-integration.md

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* Then go to the Mixer Plug-in tab and add the project acoustics mixer plug-in to the bus
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![Screenshow of Wwise bus showing how to add the Project Acoustics Mixer Plugin](media/add-mixer-plugin.png)
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![Screenshot of Wwise bus showing how to add the Project Acoustics Mixer Plugin](media/add-mixer-plugin.png)
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### Actor-mixer hierarchy setup
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* For performance reasons, Project Acoustics applies audio DSP to all sources simultaneously. This requires the plugin to operate as a mixer plugin. Wwise requires mixer plugins to be on the output bus, though the output bus usually carries the dry output signal. Project Acoustics requires the dry signal be routed through aux busses while the wet signal is carried on the `Project Acoustics Bus`. The following process supports gradual migration to this signal flow.
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* Now assign the baked acoustic data asset to the Acoustics Data slot on the Acoustics Space actor. Your scene now has acoustics!
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![Screenshot of Unreal editor s howing acoustics Asset assignment](media/acoustics-asset-assign.png)
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![Screenshot of Unreal editor showing acoustics Asset assignment](media/acoustics-asset-assign.png)
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* Now add an empty actor and do the following:
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articles/cognitive-services/Acoustics/what-is-acoustics.md

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* **Bake:** An analysis step is run locally, which does voxelization and other geometric analysis on the scene based on selections above. Results are visualized in editor to verify scene setup. On bake submission, voxel data is sent off to Azure and you get back an acoustics game asset.
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* **Runtime:** Load the asset into your level, and you're ready to listen to acoustics in your level. Design the acoustics live in editor using granular per-source controls. The controls can also be driven from level scripting.
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## Runtime Platforms
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## Runtime platforms
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The Project Acoustics runtime plugins can currently be deployed to the following platforms:
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* Windows
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* MacOS
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* Android
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* Xbox One
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## Editor Platforms
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## Editor platforms
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The Project Acoustics editor plugin is available for the following platforms:
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* Windows
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* MacOS (Unity only)

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