Re: Oculus Rift + 3D sound

2016-05-20 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

I got TTS working in Unity. Don't know why I thought it was a problem. Turned out not to be.

URL: http://forum.audiogames.net/viewtopic.php?pid=261117#p261117





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Re: Oculus Rift + 3D sound

2016-05-20 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Thanks, magurp244.Peter Meijer's project does interest me. I was thinking that the Rift might be used in combination with sounds to scan 2D paintings, similar to what the vOICe is doing, but with the sweep across the image controlled by the gaze of the viewer, so you could go back and forth over areas that interested you, for example.I have also been following developments in the use of sonar-like technology to assist navigation in the real world. I'm thinking of projects like this:http://research.microsoft.com/apps/pubs … ?id=256564If a real-world solution ever catches on, it would make sense to transfer the same system into the virtual world. Someone accustomed to the real-world experience would then have a very familiar experience in the virtual world, and presumably would find the virtual space quite convincingly real.

URL: http://forum.audiogames.net/viewtopic.php?pid=261094#p261094





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

You may find Peter Meijers work with converting images into sound for your applications. His program The vOICe takes an image and converts it into a sound using a stereo time step from left to right to determine a pixels horrizontal position, and pitch to determine a pixels vertical position, with volume representing brightness, effectively conveying an image to users (it works best with Depth Maps of a given space). He's currently working with members of the Raspberry Pi community to create a device to help better enable the visually impared to navigate environments using The vOICe connected to camera mounted sunglasses to take and convert images in front of them, complete with pattern recognition TTS descriptions of objects. The application could potentially work just as well for virtual environments as physical static environments, and 
 would likely be easier because virtual data could be parsed as a depth map more easily.If your interested in what that sort of application might look like, I have a 3D minecraft prototype with a Sonifier implemented available in my respository complete with source here, as well as Python versions of Peter Meijers available source code here and here.

URL: http://forum.audiogames.net/viewtopic.php?pid=261057#p261057





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

You may find Peter Meijers work with converting images into sound for your applications. His program The vOICe takes an image and converts it into a sound using a stereo time step from left to right to determine a pixels horrizontal position, and pitch to determine a pixels vertical position, with volume representing brightness, effectively conveying an image to users (it works best with Depth Maps of a given space). He's currently working with members of the Raspberry Pi community to create a device to help better enable the visually impared to navigate environments using The vOICe connected to camera mounted sunglasses to take and convert images in front of them, complete with pattern recognition TTS descriptions of objects. The application could potentially work just as well for virtual environments as physical static environments, and would likely be easier because virtual data could be parsed as a depth map more 
 easily.If your interested in what that sort of application might look like, I have a 3D minecraft prototype with a Sonifier implemented available in my respository complete with source here, as well as Python versions of Peter Meijers available source code here and here.

URL: http://forum.audiogames.net/viewtopic.php?pid=261057#p261057





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : magurp244 via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

You may find Peter Meijers work with converting images into sound for your applications. His program The vOICe takes an image and converts it into a sound using a stereo time step from left to right with pitch to determine brightness, effectively conveying an image to users (it works best with Depth Maps of a given space). He's currently working with members of the Raspberry Pi community to create a device to help better enable the visually impared to navigate environments using The vOICe connected to camera mounted sunglasses to take and convert images in front of them, complete with pattern recognition TTS descriptions of objects. The application could potentially work just as well for virtual environments as physical static environments, and would likely be easier because virtual data could be parsed as a depth map more easily.If your interested in what that sort of application might look like, I have a 3D m
 inecraft prototype with a Sonifier implemented available in my respository complete with source here, as well as Python versions of Peter Meijers available source code here and here.

URL: http://forum.audiogames.net/viewtopic.php?pid=261057#p261057





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Ian Reed,Thanks for the offer of help. My C# is weak, which is why I say I found TTS in Unity to be difficult. It looks like there have been developments since the last time I looked into it, though. I'll have to try again. I might contact you if I find I can't do it on my own.

URL: http://forum.audiogames.net/viewtopic.php?pid=261044#p261044





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

I haven't used Unity, but I do use C#, the .NET Framework, and Mono.Unity is built on top of Mono, and you might already be using C# inside Unity.Making calls to the Tolk TTS library from C# is not difficult.They have already built a C# wrapper around their native dlls, and have some sample C# code to show how it is used.I'm happy to help you figure it out in real time if you would like.That said, if recording samples is easier, then you should certainly stick with what gets the job done since you are just prototyping ideas right now anyway.

URL: http://forum.audiogames.net/viewtopic.php?pid=261024#p261024





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Hi, again.I've posted a test environment that you could try, if you like. The link is at the end of this post.Once you unzip the file, you will get an exe and a data folder. If you run the exe (radarscan.exe) you will be presented with a menu asking about your screen settings. You can skip through it to the play button. When you launch the game you will hear a sound sweeping around you. That is the hum from the sound-emitting ball tracing the shape of the buildings that surround you. What you are hearing is not a recording. It is a dynamically changing 3D sound being spatialized by the realspace 3D audio plug-in. To exit, just hit escape.Here's the link to the 28 MB zip file:http://medievalist.net/radarscan.zipGlenn

URL: http://forum.audiogames.net/viewtopic.php?pid=261018#p261018





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Thanks again for all the advice and information.I have not been able to figure out how to use TTS inside Unity. From what I've seen in the Unity forum, that is not easy. What I've had to do for some of my tests was to record voiceovers, as Sneak suggested.I am going to have to follow your leads and study what I find before coming back.

URL: http://forum.audiogames.net/viewtopic.php?pid=261001#p261001





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

@post 9:It is common for audio platformers and top down games to have key strokes map to specific distances (such as a single tile), but first person games don't always follow this trend.While first person games usually support turning with the keyboard, more modern first person audio games also support turning with the mouse, as seen in Swamp, or turning using the gyroscopes and accelerometers in an iPhone, as seen in Papa Sangre 2 and Audio Defence.Personally I think that adding head tracking as a form of input would be a great advancement for blind gaming.And as you say, it doesn't need all the extra hardware required for stereoscopic vision, which could keep the cost much lower.Aprone, one of our sighted developers, actually made an attempt at such a device in 2013.He called it the See Munkey and was selling it for about $50.Unfortunately it never performed as well as he had hoped.  Whether this is due to the Math he used to convert the raw data from the gyroscopes and accelerometers into actual yaw, ptich, and roll, or because the hardware used was just not up to the task, I couldn't say.Specifically I think there was too much drift, much more than he had anticipated.He no longer sells the device.If you are curious you can read a summary and FAQ about it here:https://p9.secure.hostingprod.com/@www. … evices.phpOr read the developer's manual here:http://www.kaldobsky.com/audiodevices/d … anual.htmlI own a See Munkey and would be very excited to see something similar to it become polished and more widely used among blind gamers.But I do not personally have the hardware or math skills to make that happen.We do get something kind of close by being able to turn our bodies while using an iPhone that uses the gyroscopes and accelerometers to detect turning, but a head tracking device would be more accurate, and make more sense with being able to look up and down.If you do not have TTS working yet, I recommend the Tolk screen reader library:https://github.com/dkager/tolkIt provides support for the major screen readers on Windows, and is LGPL.Regarding what kind of sound cues would be most helpful for your 3D space:  This is not a solved problem, so exploring this with your own ideas and posting your results is helpful to all of us.Since most of my work is on 2D planes, I don't have much to suggest, sorry.Edit: Just for clarification, Tolk supports screen readers when they are running, but can fall back to SAPI which is built into Windows, so it is a good TTS solution all around.Blind users prefer screen reader TTS over SAPI, but SAPI gives sighted developers a good way to test TTS without needing to install a screen reader.If you did want to try a screen reader, I recommend NVDA which is free:http://www.nvaccess.org/

URL: http://forum.audiogames.net/viewtopic.php?pid=260995#p260995





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

@post 9:It is common for audio platformers and top down games to have key strokes map to specific distances (such as a single tile), but first person games don't always follow this trend.While first person games usually support turning with the keyboard, more modern first person audio games also support turning with the mouse, as seen in Swamp, or turning using the gyroscopes and accelerometers in an iPhone, as seen in Papa Sangre 2 and Audio Defence.Personally I think that adding head tracking as a form of input would be a great advancement for blind gaming.And as you say, it doesn't need all the extra hardware required for stereoscopic vision, which could keep the cost much lower.Aprone, one of our sighted developers, actually made an attempt at such a device in 2013.He called it the See Munkey and was selling it for about $50.Unfortunately it never performed as well as he had hoped.  Whether this is due to the Math he used to convert the raw data from the gyroscopes and accelerometers into actual yaw, ptich, and roll, or because the hardware used was just not up to the task, I couldn't say.Specifically I think there was too much drift, much more than he had anticipated.He no longer sells the device.If you are curious you can read a summary and FAQ about it here:https://p9.secure.hostingprod.com/@www. … evices.phpOr read the developer's manual here:http://www.kaldobsky.com/audiodevices/d … anual.htmlI own a See Munkey and would be very excited to see something similar to it become polished and more widely used among blind gamers.But I do not personally have the hardware or math skills to make that happen.We do get something kind of close by being able to turn our bodies while using an iPhone that uses the gyroscopes and accelerometers to detect turning, but a head tracking device would be more accurate, and make more sense with being able to look up and down.If you do not have TTS working yet, I recommend the Tolk screen reader library:https://github.com/dkager/tolkIt provides support for the major screen readers on Windows, and is LGPL.Regarding what kind of sound cues would be most helpful for your 3D space:  This is not a solved problem, so exploring this with your own ideas and posting your results is helpful to all of us.Since most of my work is on 2D planes, I don't have much to suggest, sorry.

URL: http://forum.audiogames.net/viewtopic.php?pid=260995#p260995





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Am I correct that the usual way to navigate in a virtual 3D game space designed for the blind is for keystrokes or mouse clicks to map to specific distances or rotation angles? I get the impression from what I've read that it's common for a key-press to rotate the player thirty degrees, for example, or for a single key-press to move the player forward one unit. Is that true? Personally, I think it would be very difficult to keep track of the direction you are facing in the space, if you have to count your rotation clicks and just imagine turning. That's why I imagine head-tracking would work better. If I'm right, it would help to have a device that did nothing but track the position of a user's head, without all the more expensive and technically challenging hardware required for stereoscopic vision.

URL: http://forum.audiogames.net/viewtopic.php?pid=260989#p260989





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

If you'd like to talk you can add me on skype, or googlehangouts. alexander16262 and alexander.agost...@gmail.com respectively.

URL: http://forum.audiogames.net/viewtopic.php?pid=260992#p260992





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

You might also record yourself saying each name for the object and have the tester be able to press a control to hear the name. This would be easier than having to use a tts engine.

URL: http://forum.audiogames.net/viewtopic.php?pid=260991#p260991





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Sneak, thanks for that suggestion. I had been thinking of something similar, which is splitting the ray into two, spreading them a few degrees apart, and assigning different sounds to each. I thought the resulting chord might communicate the angle of a wall, relative to the player, for example. I will have to try doing something like that, now that you've suggested it might work.

URL: http://forum.audiogames.net/viewtopic.php?pid=260987#p260987





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


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.

URL: http://forum.audiogames.net/viewtopic.php?pid=260985#p260985





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Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Thanks for all the responses. A similar post to the Oculus forum received no responses at all.It appears that you don't mind long posts on this forum, so I'll respond at length.First, I am not a game developer. I am an educator. I use the Unity game engine to teach ancient Roman and Medieval art and architecture. I use it to give my students some sense of what it would be like to experience foreign or ancient cities and buildings in person, that is, to experience them in their own bodies. I've made a medieval monastery, a Roman city, and various other things. Lately, I've started making these same virtual spaces compatible with the Oculus Rift. That makes the experience, for sighted people, even more convincingly real, and makes their experience even more of an embodied one, since, instead of using a mouse or a keyboard to look around, they move their head and body, just as they would when looking at the real world.The reason why I started 
 worrying about how these virtual spaces might be made accessible to the blind is that I was reminded by my university that any digital content that I make for my students should, if possible, be accessible to those with disabilities (including blindness). That's a requirement of section 508 of the Americans with Disabilities Act. I couldn't imagine how I might do that, at first, but then it struck me that the combination of spatial sounds in Unity, and the head-tracking capabilities of the Oculus Rift, might make it possible for blind students to get some sense of what was going on in my virtual architectural spaces. Over the past few months, I have been testing ways of accomplishing this goal.I have been using the Realspace 3D plug-in for Unity. It seems to work really well for spatializing sounds in the virtual world. It does employ HRTF convolution to achieve its effects. I have been using an Oculus Rift (DK2) because I have one, but a cheaper head set like the G
 ear VR could also work. Either one is a bit of overkill, when used by a blind person, because it's only function is to track the position of the player's head (that is, the direction the player's "gaze").I wrote a couple of simple, game-like tests, and had some blind volunteers try them out. The first just tested how well the combination of spatial sound and head-tracking worked in terms of localizing sound-emitting objects in a virtual space. I put the players in a large open plaza, and had a sound-emitting object appear somewhere in that space. The players had to locate it, relative to their bodies, and then signal to me that they had found it by turning their head to face it as accurately as they could. As soon as they were confident that they were looking directly at the object, they clicked a mouse button and another sound-emitting object appeared in a different place. This went on for a total of twelve rounds, using a variety of different sounds
 , with me timing how long it took to find each object. That test went really well. All the testers found every object quickly, easily, and accurately. It seemed to be as natural for them as finding sounds in the real world.The second test I did used something more like radar or sonar to scan a collection of buildings in a virtual city square. In this case, I modified the standard Unity character controller so that a ray extended away from the player's face until it hit something in its path. I attached a sound-emitting ball to that ray, and located it at the point where the ray intersected any object in front of the player. I told my testers to imagine that they had a long cane with a sound-emitting ball on the end of it, which they could extend straight ahead of them until it touched the wall of a building. They could then trace the ball along the wall of the building by turning their head to one side or the other. If the building was far away, the sound would sound far
  away, and if the building was close, the sound would sound close (because the sound was a spatial sound). This experiment did not work so well. As a sighted person, I imagined this would work great, but my blind testers did not find it as effective as I'd hoped. They could tell if there was a building in front of them or not, and could get some sense of whether it was close or far away, but they had trouble determining the size, shape, and orientation of buildings just on the basis of the sounds. I also found that the testers were not naturally inclined to scan their heads back and forth. The only one to do that was a tester who had lost her sight only recently.These tests were designed just to determine if I could communicate to blind users how buildings were arranged in an architectural or urban space. It did not include things like the names of buildings, or information about the buildings, or verbal instructions about where to find the buildings. Nor did it provide 
 natural spatial sounds that might have made the spaces sound more

Re: Oculus Rift + 3D sound

2016-05-19 Thread AudioGames . net Forum — Developers room : Sightless Kombat via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

@ggunhouseHello and welcome to the forum.  The reason, I'd say, that you have found few references to Oculus is relatively straightforward.  The virtual reality scene, as it stands, is primarily (rightly or otherwise) focused on allowing those with sight to enjoy new and immersive experiences.  Such sympathy for the lack of experiences for blind and VI gamers in this field is, unsurprisingly, lacking.  That and the price point at which VR kits are sold is out of probably a large amount of people's budgets, especially factoring in that the equipment has (currently and as far as I'm aware) no games or experiences that can even remotely justify a purchase.However, I commend your efforts with this concept and would be willing to try it out given the opportunity and the equipment being at an easy-to-reach price.  3d games, when they've been tried have either been very successful, relatively speaking (Papa Sangre and its sequels 
 and Audio Defence) or only conducted as experimental projects that have not seen a full release (Extant, Demor, Radwin Island).  These are all games that use surround sound (to greater or lesser extents) but do not, as has previously been discussed on this thread, enable the player to look up and down.I'd be curious to know what kind of experience you would be attempting to create (are you walking around and exploring, or actually achieving objectives based on finding objects etc) as this can change how the information should be conveyed in order to capture the correct feelings from the player/user (radar sounds and TTS are not always necessary, in fact as a mainstream gamer myself, I find it more interesting to explore and find things on my own rather than having my hand held as Ian Reed suggested via the aforementioned radar and TTS, though this can vary with the goals of the project).I look forward to hearing more about this idea as well as any potential p
 rojects in the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=260962#p260962





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Re: Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Oh yeah, welcome to the forum!

URL: http://forum.audiogames.net/viewtopic.php?pid=260924#p260924





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Re: Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net Forum — Developers room : sneak via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

It would help if you gave us an idea of what you'd like your game to be. Making a game accessible for the blind is actually quite simple. You just have to convert the things you see into some kind of audio clue. For example a person's health meter might change colors depending on how low it is. To make this information available to a blind individual, rather than having a synth voice read out the change, you can simply add a small noise or even heavy breathing to indicate low health. I know in the VR space it's possible to touch objects. Since the sense of touch doesn't transfer with VR headsets, you can have a short description of the item read out by a screen reader as the player comes into contact with it. The same can go for rooms. Sounds and text is enough to convey most anything. You can take a look at the screen reader NVDA as it is free, and open source. It offers all sorts of ways to communicate with your programs. You can even have your ga
 me copy the text you wish to have read out to the blind player and an add-on in the screen reader will read it off automatically. In fact I believe Skullgirls used this method for some time.My personal advise would be to make a horror game. Audio is the best at scaring the crap out of people.

URL: http://forum.audiogames.net/viewtopic.php?pid=260923#p260923





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Re: Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Oculus Rift + 3D sound

Hi Glenn,I am a C# developer working on first person audio games using OpenALSoft, but I have not used Unity 3D or the Rift.I assume that you already have Unity 3D and the Rift working for displaying 3D environments.The basics of 3D sound should follow easily, as any 3D library will let you adjust the facing and position of the listener.Beyond those basics, it helps if your 3D sound library supports Head-related transfer function (HRTF) as this gives a greater sense of 3D space.You can also look into using the obstruction, occlusion, exclusion, and environmental reverb settings of your sound library.For navigating 3D areas without vision you are best off introducing radar sounds and text to speech (TTS), as 3D sound alone is usually not enough.There are a few different approaches for radar sounds, but in the audio gaming community the first person games stick mostly to 2D planes, turning left and right, but without the ability to look u
 p or down.So while examining existing first person audio games can help you get ideas, it does not address your full 3D problem.That said, if users do not fly, jump or fall in your virtual world, navigation on a 2D plane might work well, with the added ability to look up and down.If you want to get the most realistic 3D sound possible, emulating close to correct reverb for cathedrals and small rooms alike, you might try GSound:http://gamma.cs.unc.edu/GSOUND/That link contains a summary, white paper, and a link to a youtube video demonstrating how it works.GSound may be too processor intensive for fast paced games, but it should be fine for slow paced navigation around a virtual 3D world.I expect it will give you the best results for what you are looking for.I have not used GSound myself as I am blind and this makes creating 3D environments pretty difficult.I am very glad to see a 
 new sighted developer taking an interest in our forum.Feel free to contact me directly at supp...@blindaudiogames.com if you would like to setup a skype call to discuss some of this in real time, or if there is anything else I might be able to help with.

URL: http://forum.audiogames.net/viewtopic.php?pid=260915#p260915





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Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Oculus Rift + 3D sound

Hello,I'm a sighted person who uses Unity to make game-like spaces to support the teaching of ancient art and architecture. I have been experimenting with ways of making my virtual spaces accessible to the blind. More specifically, I've been testing ways of combining Unity's spatial sound with the head-tracking technology of the Rift. I have had mixed results. I wonder if there are others in this forum who are trying something similar. I've searched and found few references to Oculus. I'd appreciate hearing from anyone with experience using the Rift with Unity to produce 3D game spaces for the blind. Thanks.GlennP.S. I wouldn't mind being contacted by e-mail.

URL: http://forum.audiogames.net/viewtopic.php?pid=260911#p260911





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Oculus Rift + 3D sound

2016-05-18 Thread AudioGames . net Forum — Developers room : ggunhouse via Audiogames-reflector


  


Oculus Rift + 3D sound

Hello,I'm a sighted person who uses Unity to make game-like spaces to support the teaching of ancient art and architecture. I have been experimenting with ways of making my virtual spaces accessible to the blind. More specifically, I've been testing ways of combining Unity's spatial sound with the head-tracking technology of the Rift. I have had mixed results. I wonder if there are others in this forum who are trying something similar. I've searched and found few references to Oculus. I'd appreciate hearing from anyone with experience using the Rift with Unity to produce 3D game spaces for the blind. Thanks.GlennP.S. I wouldn't mind being contacted by e-mail. I'll send my address to anyone who wants it.

URL: http://forum.audiogames.net/viewtopic.php?pid=260911#p260911





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