Hi,
This doesn't yet seem to be available.
Part of it is not too radical: the use of binaural plug-ins for a
DAW. These have been around in various guises for quite some time,
but have not been widely taken up despite the huge number of
listeners using headphones (especially on mobile devices) and the
widespread availability of stereo (as opposed to truly multi-channel
other than 5.1/7.1) audio DAWs. Two channel plug-ins are generally
compatible with all of them, multi-channel plug-ins are not.
They do seem to offer some sort of binaural surface reflection
algorithm, which must be on a per source basis. A binaural global
reverb algorithm is harder to implement, and binaural plug-ins that I
have seen that have a reverb implementation has a reverb per
instance. This can get DSP intensive, and makes it very tedious to
make global changes.
They do mention incorporation of head tracking, but details are vague.
The whole scheme seems to be a re-working of their games engine plug-
ins, where sound sources and the listener can move freely, to
standard DAW plug-in formats. Using a DAW would be, at best, a
simulation, with audio file delivery to games developers being
discrete mono, stereo or surround stems as at present. The final
binaural coding would be on an audio object or stem basis in the game
engine.
As far as I know you cannot undo binaural coding or spatially
manipulate it (at least not easily and only with static sources and
listener).
Could be useful for binaural audio production (not exactly a huge
market) and producing demonstrations for games audio using their
existing products, but is not an answer to every problem. The
prospect of communication with more interactive and non-linear audio
software (e.g. Max, pd, SuperCollider, Live ??) would be much more
interesting.
Ciao,
Dave Hunt
1. "Spatial Workstation" for 360? (VR) audio mixing/edition
(Stefan Schreiber)
From: Stefan Schreiber <st...@mail.telepac.pt>
Date: 25 October 2015 19:40:41 GMT
To: Surround Sound discussion group <sursound@music.vt.edu>
Subject: [Sursound] "Spatial Workstation" for 360ยบ (VR) audio
mixing/edition
FYI...
http://www.roadtovr.com/two-big-ears-spatial-workstation-delivers-
realtime-cross-platform-3d-vr-audio-mixing/
3D spatial audio specialists Two Big Ears have launched a new
'Spatial Workstation', a platform for audio engineers to mix and
edit immersive audio with realtime feedback leveraging VR headset
head-tracking information.
See "Workflow" picture...
The API is designed to provide an interface for developers to
deliver accurate and compelling spatial audio, that is - audio
which recreates a realistic sound-stage akin to the real world.
This is particularly important for virtual reality as what you
hear is a key trigger point for presence
Best,
Stefam
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