Jörn Nettingsmeier <nettings@...> writes:
> > are you talking about a head-tracked VR movie? Yes. > > i don't see why you would want to do that. the effect will be quite > strange... why would any part of the sound mix stay constant wrt head > position? > the effect would be a bit like rotating the music bed in the cinema > every time the camera pans - funny, but certainly irritating. It would be for off-camera audio (voice over, music etc.) that don't have any relation to the camera position/rotation. Imagine a video with an on-camera actor (dialog), a voice over and a music track. You would want the on-camera dialog to match the video position (so counter-rotate) , but the VO and music track will not rotate. > > if you absolutely have to do it, the only way is to deliver two streams, > one head-tracked and counter-rotated, the other not. which means you'd > have to have control over the listener's player software. That's what I was afraid of...so I would need 6 channels instead of 4. > > the only way to get two rotationally invariant signals into the stream > is a cardioid pointing up and another one pointing down. if your player > ignores head tilt, the result is like summing to mono and mixing into W. > if it supports head tilt, the result is likely even worse :- Would that be the same as rotating the encoded stereo stream (set to 0º spread) by 90º vertically? > Thank you! _______________________________________________ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.