Re: Oculus Rift + 3D sound

The first solution that comes to mind with the issue you're having with not being able to give the tester a sense of the building's size or shape would be to do something similar to the following.
1. Have the rod be extendable to a set distance in front of the user.
2. Whenever any part of the rod touches something it plays a combination of tones to create one sound. It doesn't have to be a looping sound; a quick blip would suffice I think.
3. This blip would be composed of two tones, one high, one low.
4. The low tone would give the tester a sense of how wide that particular wall is, because it'll run a loop to determine how far it is from each edge horizontal starting from the spot where their rod hit the wall or object. This data will be used to change the pitch of this low note depending on where in that horizontal line the rod falls. The high note will be exactly the same as the low note in mechanics, except that it would represent the vertical measurement.
5. The combination of these two tones will create a audible cross-hair and will allow the details of the oddly shaped structures you'll more than likely be recreating more fully appreciated by those without sight.
6. Have the tester be able to press a control to have the blip play repeatedly if the rod is already in contact with the object. This gives them more control over how much information is being given to them.
Hope this helps.

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