Re: [Sursound] binaural theatre excerpts

2014-11-12 Thread Iain Mott
Thanks Bearcat. For the most part the voices are positioned close to the
listener - the female singing in the 3rd recording is positioned further
away although is given quite a bit gain because I'm concerned about
dynamic range issues in the final application - it should have a lower
level as the king is meant to be listening to her voice through an open
window. The 3rd voice that appears in the second recording (close to
2min) should be positioned to the rear at your left - and the second
voice (also male) should wander a bit to the back. For me, binaural
recordings tend to get squashed a bit at the front and at the rear
leaving lobes extending from the sides. If you give the sound a
trajectory, where it leads off in a particular direction, I think that
can help extend the front/rear image. Better quality headphones help
too. Sorry the files didn't stream properly - you can download the files
directly with these links:

http://audiocena.com.br/rei/intro.mp3
http://audiocena.com.br/rei/trono.mp3
http://audiocena.com.br/rei/euteamo.mp3
http://audiocena.com.br/rei/relogio.mp3 

Cheers,

Iain




Em Ter, 2014-11-11 às 14:39 -0700, Bearcat M. Şándor escreveu:
> I'm impressed. You put these together very well. Only the first one loaded
> completely but i was able to hear samples of all 4 streams. I haven't had
> much experience with binaural recordings. To me it sounded everything was
> in a band that was tight around my forehead but extended to my shoulders.
> The far left effect was on my left shoulder and the far right effect was on
> my right shoulder. When something moved across the stage in front of me, it
> sounded like it slid along my forehead but was never "out in front".
> 
> Is this what most people should experience?
> 
> On Tue, Nov 11, 2014 at 9:58 AM, Iain Mott  wrote:
> 
> > hi list,
> >
> > Sending a link with some binaural theatre mixes I'm making with the
> > Soundscape Renderer together with Pd, jconvolver, Ardour 3 and lots of
> > patching in jack. The content of the recordings is all in Portuguese.
> > There are some details on the page - but to elaborate a little, Pd
> > serves as a go-between for SSR and Ardour, converting XML messages to
> > and from MIDI to allow Ardour to record and play SSR control data
> > jointly with the associated raw (unspatialised) audio. It's possible to
> > control 4 moving sources at once - but perhaps more. Pd also does some
> > mapping/attenuation of audio sent to various instances of jconvolver to
> > implement John Chowning's idea of 'global' and 'local' reverberation
> > (where as an source becomes distant, its reverberant properties become
> > more pronounced but also more directional - conversely as the sound
> > approaches, an encompassing "global" reverberation takes precedence,
> > coming from all directions surrounding the listener). There's a Doppler
> > effect implemented too in Pd but it's disabled as it sounds pretty silly
> > with voice.
> >
> > The story used is "A King Listens" by Italo Calvino and it's written
> > entirely in the 2nd person (ie. "you"). So the voices in the binaural
> > mix surround the listener like the King's counsellors or wayward
> > thoughts.
> >
> > Hope you enjoy the excerpts:
> >
> > http://audiocena.com.br/en/rei
> >
> > Iain
> >
> > ___
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> > edit account or options, view archives and so on.
> >
> 
> 
> 


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[Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Braxton Boren
Hey everyone,

Our lab is working on some audio spatialization techniques that we'd like
to sync up with visual content over the Oculus Rift. We would like to
process the Ambisonic audio content separately (using head-tracking data
from the Oculus) for binaural rendering while the interactive VR visuals
are running on the Oculus.

I was just wondering if there are any freely available demos that include
both VR visuals for Oculus as well as Ambisonic sound files.

So I'm basically looking for

   - VR visual content *integrated *with the Oculus Rift
   - *Raw *Ambisonic recordings that go along with the VR simulation

Alternatively, if there is no Ambisonic content I could start out with
binaural audio being output, but farther down the line I'd prefer raw
Ambisonic recordings to be able to test different binaural rendering
techniques as well.

Let me know if you know of anything available along these lines. Thanks so
much!

--Braxton

--
Braxton Boren
Postdoctoral Research Associate
3D Audio and Applied Acoustics Laboratory
Princeton University
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Kan Kaban
See?
> Hey everyone,
>
> Our lab is working on some audio spatialization techniques that we'd like
> to sync up with visual content over the Oculus Rift. We would like to
> process the Ambisonic audio content separately (using head-tracking data
> from the Oculus) for binaural rendering while the interactive VR visuals
> are running on the Oculus.
>
> I was just wondering if there are any freely available demos that include
> both VR visuals for Oculus as well as Ambisonic sound files.
>
> So I'm basically looking for
>
>- VR visual content *integrated *with the Oculus Rift
>- *Raw *Ambisonic recordings that go along with the VR simulation
>
> Alternatively, if there is no Ambisonic content I could start out with
> binaural audio being output, but farther down the line I'd prefer raw
> Ambisonic recordings to be able to test different binaural rendering
> techniques as well.
>
> Let me know if you know of anything available along these lines. Thanks so
> much!
>
> --Braxton
>
> --
> Braxton Boren
> Postdoctoral Research Associate
> 3D Audio and Applied Acoustics Laboratory
> Princeton University
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Sampo Syreeni

On 2014-11-12, Braxton Boren wrote:

Our lab is working on some audio spatialization techniques that we'd 
like to sync up with visual content over the Oculus Rift. We would 
like to process the Ambisonic audio content separately (using 
head-tracking data from the Oculus) for binaural rendering while the 
interactive VR visuals are running on the Oculus.


What is this, a sudden landslide? I *just* got a demo from Ville Pulkki 
on this precise stuff at Aalto, here. I'm betting you'd want to contact 
him directly on this one.


I was just wondering if there are any freely available demos that 
include both VR visuals for Oculus as well as Ambisonic sound files.


Dunno how freely available they are, they they exist. *Oh* do they 
exist! :)



  - VR visual content *integrated *with the Oculus Rift
  - *Raw *Ambisonic recordings that go along with the VR simulation


The latter were played, at first order. Multiple clips too. I'm betting 
the A-format has been entombed as well, because I seem to remember at 
least one paper might be hanging on it. But let Ville fill out the 
details. And of course Archontis Politis, who's working on his PhD at 
Aalto -- and who demonstrated even wilder ambisonic minded stuff to me 
on the same visit... 8)

--
Sampo Syreeni, aka decoy - de...@iki.fi, http://decoy.iki.fi/front
+358-40-3255353, 025E D175 ABE5 027C 9494 EEB0 E090 8BA9 0509 85C2
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Matthew Palmer
I'm interested in this topic/the content as well but am having trouble
understanding Sampo's and Kan's responses - should we contact people at
Aalto directly?

On Wed, Nov 12, 2014 at 3:36 PM, Sampo Syreeni  wrote:

> On 2014-11-12, Braxton Boren wrote:
>
>  Our lab is working on some audio spatialization techniques that we'd like
>> to sync up with visual content over the Oculus Rift. We would like to
>> process the Ambisonic audio content separately (using head-tracking data
>> from the Oculus) for binaural rendering while the interactive VR visuals
>> are running on the Oculus.
>>
>
> What is this, a sudden landslide? I *just* got a demo from Ville Pulkki on
> this precise stuff at Aalto, here. I'm betting you'd want to contact him
> directly on this one.
>
>  I was just wondering if there are any freely available demos that include
>> both VR visuals for Oculus as well as Ambisonic sound files.
>>
>
> Dunno how freely available they are, they they exist. *Oh* do they exist!
> :)
>
>- VR visual content *integrated *with the Oculus Rift
>>   - *Raw *Ambisonic recordings that go along with the VR simulation
>>
>
> The latter were played, at first order. Multiple clips too. I'm betting
> the A-format has been entombed as well, because I seem to remember at least
> one paper might be hanging on it. But let Ville fill out the details. And
> of course Archontis Politis, who's working on his PhD at Aalto -- and who
> demonstrated even wilder ambisonic minded stuff to me on the same visit...
> 8)
> --
> Sampo Syreeni, aka decoy - de...@iki.fi, http://decoy.iki.fi/front
> +358-40-3255353, 025E D175 ABE5 027C 9494 EEB0 E090 8BA9 0509 85C2
>
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> edit account or options, view archives and so on.
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Stefan Schreiber

Sampo Syreeni wrote:


On 2014-11-12, Braxton Boren wrote:

Our lab is working on some audio spatialization techniques that we'd 
like to sync up with visual content over the Oculus Rift. We would 
like to process the Ambisonic audio content separately (using 
head-tracking data from the Oculus) for binaural rendering while the 
interactive VR visuals are running on the Oculus.



What is this, a sudden landslide? I *just* got a demo from Ville 
Pulkki on this precise stuff at Aalto, here. I'm betting you'd want to 
contact him directly on this one.



Well, but I < did > write to Ville Pulkki during last week about VR and 
other applications of Ambisonics and DirAC  (or in general: Ambisonics 
and parametric Ambisonics decoders). Which is probably just a further 
coincidence...


Still waiting for the master's answer, though...:-D

--
"


See Bo-Erik Sandholm's recent posting on sursound (on "VR applications")

http://permalink.gmane.org/gmane.comp.audio.sursound/6227



...

... The combination of Ambisonics, DirAC and head-tracking (for 
binaural decoders) could be a real game-change development.


"

In any case, the VR people have already discovered Ambisonics some while 
ago -  I remember that I myself have suggested to some representant of 
Jaunt VR (obviously Jaunt VR is connected with the Oculus Rift train) to 
consider the use of Harpex. (thread retrievable via sursound archives)



The bigger picture is of course that head-tracked Ambisonics seems to be 
a natural fit for VR audio - VR includes HT "by definition", and needs 
obviously some 3D audio infrastructure for the sound. Ambisonics offers 
both an established 3D audio framework and (importantly, too...) 3D 
audio capture!
Rotation of sound fields according to positional head data can be 
realized in a straightforward and simple fashion -  before the decoding 
stage.



Best,

Stefan




I was just wondering if there are any freely available demos that 
include both VR visuals for Oculus as well as Ambisonic sound files.



Dunno how freely available they are, they they exist. *Oh* do they 
exist! :)



  - VR visual content *integrated *with the Oculus Rift
  - *Raw *Ambisonic recordings that go along with the VR simulation



The latter were played, at first order. Multiple clips too. I'm 
betting the A-format has been entombed as well, because I seem to 
remember at least one paper might be hanging on it. But let Ville fill 
out the details. And of course Archontis Politis, who's working on his 
PhD at Aalto -- and who demonstrated even wilder ambisonic minded 
stuff to me on the same visit... 8)



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Re: [Sursound] binaural theatre excerpts

2014-11-12 Thread dw

On 11/11/2014 21:39, Bearcat M. Şándor wrote:

I'm impressed. You put these together very well. Only the first one loaded
completely but i was able to hear samples of all 4 streams. I haven't had
much experience with binaural recordings. To me it sounded everything was
in a band that was tight around my forehead but extended to my shoulders.
The far left effect was on my left shoulder and the far right effect was on
my right shoulder. When something moved across the stage in front of me, it
sounded like it slid along my forehead but was never "out in front".

Is this what most people should experience?

"/I didn't mention binaural sound. Because it has one serious flaw that 
I feel is fatal: It doesn't do frontal imaging. Yes, it reproduces space 
magnificently and gives marvelous imaging of sounds to the sides and all 
the way around the rear quadrant; but most listeners hear front-located 
sources as being inside their heads, not in frontal space. Binaural can 
sound impressively realistic...until you compare it with discrete 
surround." - 
http://www.stereophile.com/content/spacethe-final-frontier-letters-2
It is missing the 'key' , with it, it does not behave as expected. 
https://www.dropbox.com/s/nbar9xpgq84vmh4/dog%20bone%20fairport.mp3?dl=0

/
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread David McGriffy
There does seem to be a lot of interest in ambisonics to binaural these days.  
It certainly seems that way to me since I’ve been immersed in it of late.

Stefan, if your suggestion to the folks at JauntVR is what turned them on to 
ambisonics, then I must thank you as I have been having a great time working 
with them to provide custom ambisonics code, including binaural conversion.  I 
expect that I will also have some level of binaural conversion out in general 
purpose plugins eventually.

David McGriffy
VVAudio.com

On Nov 12, 2014, at 5:10 PM, Stefan Schreiber  wrote:

> Sampo Syreeni wrote:
> 
>> On 2014-11-12, Braxton Boren wrote:
>> 
>>> Our lab is working on some audio spatialization techniques that we'd like 
>>> to sync up with visual content over the Oculus Rift. We would like to 
>>> process the Ambisonic audio content separately (using head-tracking data 
>>> from the Oculus) for binaural rendering while the interactive VR visuals 
>>> are running on the Oculus.
>> 
>> 
>> What is this, a sudden landslide? I *just* got a demo from Ville Pulkki on 
>> this precise stuff at Aalto, here. I'm betting you'd want to contact him 
>> directly on this one.
> 
> 
> Well, but I < did > write to Ville Pulkki during last week about VR and other 
> applications of Ambisonics and DirAC  (or in general: Ambisonics and 
> parametric Ambisonics decoders). Which is probably just a further 
> coincidence...
> 
> Still waiting for the master's answer, though...:-D
> 
> --
> "
> 
>> See Bo-Erik Sandholm's recent posting on sursound (on "VR applications")
>> 
>> http://permalink.gmane.org/gmane.comp.audio.sursound/6227
> 
> 
> ...
> 
>> ... The combination of Ambisonics, DirAC and head-tracking (for binaural 
>> decoders) could be a real game-change development.
> 
> "
> 
> In any case, the VR people have already discovered Ambisonics some while ago 
> -  I remember that I myself have suggested to some representant of Jaunt VR 
> (obviously Jaunt VR is connected with the Oculus Rift train) to consider the 
> use of Harpex. (thread retrievable via sursound archives)
> 
> 
> The bigger picture is of course that head-tracked Ambisonics seems to be a 
> natural fit for VR audio - VR includes HT "by definition", and needs 
> obviously some 3D audio infrastructure for the sound. Ambisonics offers both 
> an established 3D audio framework and (importantly, too...) 3D audio capture!
> Rotation of sound fields according to positional head data can be realized in 
> a straightforward and simple fashion -  before the decoding stage.
> 
> 
> Best,
> 
> Stefan
> 
> 
>> 
>>> I was just wondering if there are any freely available demos that include 
>>> both VR visuals for Oculus as well as Ambisonic sound files.
>> 
>> 
>> Dunno how freely available they are, they they exist. *Oh* do they exist! :)
>> 
>>>  - VR visual content *integrated *with the Oculus Rift
>>>  - *Raw *Ambisonic recordings that go along with the VR simulation
>> 
>> 
>> The latter were played, at first order. Multiple clips too. I'm betting the 
>> A-format has been entombed as well, because I seem to remember at least one 
>> paper might be hanging on it. But let Ville fill out the details. And of 
>> course Archontis Politis, who's working on his PhD at Aalto -- and who 
>> demonstrated even wilder ambisonic minded stuff to me on the same visit... 8)
> 
> 
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Stefan Schreiber

David McGriffy wrote:


There does seem to be a lot of interest in ambisonics to binaural these days.  
It certainly seems that way to me since I’ve been immersed in it of late.

Stefan, if your suggestion to the folks at JauntVR is what turned them on to ambisonics, then I must thank you as I have been having a great time working with them to provide custom ambisonics code, including binaural conversion. 

- They (JauntVR) have used Ambisonics before I even heard about them, so 
Ambisonics didn't  need my help to be "discovered" by the JauntVR 
development team... if there was any decisive "suggestion" to use 
Ambisonics in this context, it was probably the fact that Ambisonics is 
an established and very usable 3D audio format/framework. And further 
that we have microphones to  record FOA (soundfield mic) or even HOA 
fields (spherical array microphones, eigenmike etc.).


Binaural recordings would be another choice for "3D audio capture" - 
binaural recordings are "colored" or personalised from the very start, 
though. Even worse: How would you apply HT to binaural recordings? This 
doesn't seem to work at all...


- In my (short) contact with JauntVR, I suggested (only) to consider the 
use of some parametric decoder. (for example Harpex)



I expect that I will also have some level of binaural conversion out in general 
purpose plugins eventually.
 



Great news. Hopefully this won't take very long. The  demand  for this 
is already  there - and probably will increase.



Best,

Stefan


David McGriffy
VVAudio.com

On Nov 12, 2014, at 5:10 PM, Stefan Schreiber  wrote:

 


Sampo Syreeni wrote:

   


On 2014-11-12, Braxton Boren wrote:

 


Our lab is working on some audio spatialization techniques that we'd like to 
sync up with visual content over the Oculus Rift. We would like to process the 
Ambisonic audio content separately (using head-tracking data from the Oculus) 
for binaural rendering while the interactive VR visuals are running on the 
Oculus.
   


What is this, a sudden landslide? I *just* got a demo from Ville Pulkki on this 
precise stuff at Aalto, here. I'm betting you'd want to contact him directly on 
this one.
 


Well, but I < did > write to Ville Pulkki during last week about VR and other 
applications of Ambisonics and DirAC  (or in general: Ambisonics and parametric 
Ambisonics decoders). Which is probably just a further coincidence...

Still waiting for the master's answer, though...:-D

--
"

   


See Bo-Erik Sandholm's recent posting on sursound (on "VR applications")

http://permalink.gmane.org/gmane.comp.audio.sursound/6227
 


...

   


... The combination of Ambisonics, DirAC and head-tracking (for binaural 
decoders) could be a real game-change development.
 


"

In any case, the VR people have already discovered Ambisonics some while ago -  
I remember that I myself have suggested to some representant of Jaunt VR 
(obviously Jaunt VR is connected with the Oculus Rift train) to consider the 
use of Harpex. (thread retrievable via sursound archives)


The bigger picture is of course that head-tracked Ambisonics seems to be a natural fit 
for VR audio - VR includes HT "by definition", and needs obviously some 3D 
audio infrastructure for the sound. Ambisonics offers both an established 3D audio 
framework and (importantly, too...) 3D audio capture!
Rotation of sound fields according to positional head data can be realized in a 
straightforward and simple fashion -  before the decoding stage.


Best,

Stefan


   


I was just wondering if there are any freely available demos that include both 
VR visuals for Oculus as well as Ambisonic sound files.
   


Dunno how freely available they are, they they exist. *Oh* do they exist! :)

 


- VR visual content *integrated *with the Oculus Rift
- *Raw *Ambisonic recordings that go along with the VR simulation
   


The latter were played, at first order. Multiple clips too. I'm betting the 
A-format has been entombed as well, because I seem to remember at least one 
paper might be hanging on it. But let Ville fill out the details. And of course 
Archontis Politis, who's working on his PhD at Aalto -- and who demonstrated 
even wilder ambisonic minded stuff to me on the same visit... 8)
 


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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Adam Somers
t; In any case, the VR people have already discovered Ambisonics some while
>>> ago -  I remember that I myself have suggested to some representant of
>>> Jaunt VR (obviously Jaunt VR is connected with the Oculus Rift train) to
>>> consider the use of Harpex. (thread retrievable via sursound archives)
>>>
>>>
>>> The bigger picture is of course that head-tracked Ambisonics seems to be
>>> a natural fit for VR audio - VR includes HT "by definition", and needs
>>> obviously some 3D audio infrastructure for the sound. Ambisonics offers
>>> both an established 3D audio framework and (importantly, too...) 3D audio
>>> capture!
>>> Rotation of sound fields according to positional head data can be
>>> realized in a straightforward and simple fashion -  before the decoding
>>> stage.
>>>
>>>
>>> Best,
>>>
>>> Stefan
>>>
>>>
>>>
>>>
>>>> I was just wondering if there are any freely available demos that
>>>>> include both VR visuals for Oculus as well as Ambisonic sound files.
>>>>>
>>>>>
>>>> Dunno how freely available they are, they they exist. *Oh* do they
>>>> exist! :)
>>>>
>>>>
>>>>
>>>>> - VR visual content *integrated *with the Oculus Rift
>>>>> - *Raw *Ambisonic recordings that go along with the VR simulation
>>>>>
>>>>>
>>>> The latter were played, at first order. Multiple clips too. I'm betting
>>>> the A-format has been entombed as well, because I seem to remember at least
>>>> one paper might be hanging on it. But let Ville fill out the details. And
>>>> of course Archontis Politis, who's working on his PhD at Aalto -- and who
>>>> demonstrated even wilder ambisonic minded stuff to me on the same visit...
>>>> 8)
>>>>
>>>>
>>> ___
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>>> edit account or options, view archives and so on.
>>>
>>>
>>
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Guillaume Le Nost
gt;>>>> See Bo-Erik Sandholm's recent posting on sursound (on "VR applications")
>>>>> 
>>>>> http://permalink.gmane.org/gmane.comp.audio.sursound/6227
>>>> ...
>>>> 
>>>> 
>>>> 
>>>>> ... The combination of Ambisonics, DirAC and head-tracking (for
>>>>> binaural decoders) could be a real game-change development.
>>>> "
>>>> 
>>>> In any case, the VR people have already discovered Ambisonics some while
>>>> ago -  I remember that I myself have suggested to some representant of
>>>> Jaunt VR (obviously Jaunt VR is connected with the Oculus Rift train) to
>>>> consider the use of Harpex. (thread retrievable via sursound archives)
>>>> 
>>>> 
>>>> The bigger picture is of course that head-tracked Ambisonics seems to be
>>>> a natural fit for VR audio - VR includes HT "by definition", and needs
>>>> obviously some 3D audio infrastructure for the sound. Ambisonics offers
>>>> both an established 3D audio framework and (importantly, too...) 3D audio
>>>> capture!
>>>> Rotation of sound fields according to positional head data can be
>>>> realized in a straightforward and simple fashion -  before the decoding
>>>> stage.
>>>> 
>>>> 
>>>> Best,
>>>> 
>>>> Stefan
>>>> 
>>>> 
>>>> 
>>>> 
>>>>> I was just wondering if there are any freely available demos that
>>>>>> include both VR visuals for Oculus as well as Ambisonic sound files.
>>>>> Dunno how freely available they are, they they exist. *Oh* do they
>>>>> exist! :)
>>>>> 
>>>>> 
>>>>> 
>>>>>> - VR visual content *integrated *with the Oculus Rift
>>>>>> - *Raw *Ambisonic recordings that go along with the VR simulation
>>>>> The latter were played, at first order. Multiple clips too. I'm betting
>>>>> the A-format has been entombed as well, because I seem to remember at 
>>>>> least
>>>>> one paper might be hanging on it. But let Ville fill out the details. And
>>>>> of course Archontis Politis, who's working on his PhD at Aalto -- and who
>>>>> demonstrated even wilder ambisonic minded stuff to me on the same visit...
>>>>> 8)
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-12 Thread Bo-Erik Sandholm
Here you can find a few  "Oculus rifted" video files - maybe you can extract 
the static sound channels and map them in to a ambisonic track that can be 
listened to with headtracking.
http://elevr.com/audio-for-vr-film/

Can you modify this player to support a .amb sound track ? and let it out to 
the masses?

https://vrplayer.codeplex.com/
  https://github.com/benvanik/vr.js/blob/master/README.md
  An experimental NPAPI plugin for Chrome and Firefox that exposes fun VR 
devices.

If you can combine a 360 degree static panorama image that I have, with a 
normal static video I have a ambisonic soundtrack  for that video.
But the recording is far field and do not have any focused sound sources.

As you probably have seen the daw Reaper can support headtracking via plugins.
BR Bo-Erik





-Original Message-
From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Braxton Boren
Sent: den 12 november 2014 19:25
To: sursound@music.vt.edu
Subject: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

Hey everyone,

Our lab is working on some audio spatialization techniques that we'd like to 
sync up with visual content over the Oculus Rift. We would like to process the 
Ambisonic audio content separately (using head-tracking data from the Oculus) 
for binaural rendering while the interactive VR visuals are running on the 
Oculus.

I was just wondering if there are any freely available demos that include both 
VR visuals for Oculus as well as Ambisonic sound files.

So I'm basically looking for

   - VR visual content *integrated *with the Oculus Rift
   - *Raw *Ambisonic recordings that go along with the VR simulation

Alternatively, if there is no Ambisonic content I could start out with binaural 
audio being output, but farther down the line I'd prefer raw Ambisonic 
recordings to be able to test different binaural rendering techniques as well.

Let me know if you know of anything available along these lines. Thanks so much!

--Braxton

--
Braxton Boren
Postdoctoral Research Associate
3D Audio and Applied Acoustics Laboratory Princeton University
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