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Spatial Audio in VR

developers.google.com

11–16 of 16 posts

Re: Spatial Audio in VR

#12
I've never really been impressed by HRTFs compared to true Binaural recordings (e.g. virtual barbershop) There's something happening in the binaural recordings for positioning that just isn't captured in HRTFs it seems.

Re: Spatial Audio in VR

#13
Back in the day 'spatial audio' was excellent for what it was in VRML, as played through the SGI viewer. I was sad VRML never happened as I quite enjoyed worlds where you could play different songs in different virtual rooms able to mix albeit not to the beat between different tracks by moving around. A fantastic music experience could be had.

This new take on 3D audio just makes me want to go back to 1998 and what was achievable then in 3D on the web if you were willing to do a 20Mb download over a modem to get the plugin required to 'see' VRML. The actual hurdle was use case, instead of a 3D web we ended up with a 2D flat table web. If you got good at VRML and used all of the features and built significant sized worlds then you soon realised that you were on your own, few others in the world had got that far, their models were more like Duplo Lego rather than Lego Technical.

The alleged 'bar' back then was the download for the plugin, that allegedly prevented VRML from catching on. The authorship tools were awesome - Maya like - and yet there were few takers. CosmoWorlds was awesome, has to be said. The lack of content creators was the problem, 2D Flash was the way people went, nobody was thinking in 3D.

So when can we start doing cool 3D just on the web in a web browser that you don't need specialist hardware for? With 3D spatial audio working too?

Re: Spatial Audio in VR

#14

So, are we going to revive A3D for mobile/VR? Have any of the patents expired?

If Creative ever used A3D to improve their own product -- after lawsuiting Aureal into oblivion and buying the company -- I never noticed.

For readers who aren't familiar with the story:

http://www.roadtovr.com/sightline-chair-goes-binaural-develo...

https://toni.org/a3d/

Re: Spatial Audio in VR

#15
Nice to see audio finally getting the attention it deserves! And seems like VR is the driving factor. I wonder how this compares to NVIDIA VRWorks Audio[1]?

When you think about it, 3D audio has many similarities to 3D video: rays of sound(/light) traveling through open space and attenuating in the process, bouncing off surfaces whose material filters different frequencies. From this point of view, in hindsight, the accelerated sound cards from ’00s seem a bit of a misstep – isn’t this something that’s better computed on a GPU?

[1] http://www.roadtovr.com/nvidias-vrworks-audio-brings-physica...

Re: Spatial Audio in VR

#16
post #8

Earlier quoted context omitted.

Pretty much every third party sound library for games implements 3D audio support (commercial ones probably for the last 10 years or more) but in order to use more than just the spatial sound source location/user facing vector requires inputting the material types/locations/sizes/audio properties for everything in the game world (to calculate audio propagation loss/occlusion) and using a certain percentage of cycles…

> Also they have to be able to support simulating the head transfer function via speaker .. Do you mean head related transfer function ? As in https://en.wikipedia.org/wiki/Head-related_transfer_function ? HRTF would be practically impossible to do with speakers in a room.

More than impossible, it's the wrong thing. Speakers in a room don't move with your head when you turn it. By the time the sound gets to your ears, it's already had an HRTF applied - the natural one. The thing to go for there is wavefield synthesis, not any flavor of HRTF.
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