Albert Leusink wrote:

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.

Is this such a problem, if you are already working with VR video - so two video streams rendered at 60 Hz if not at 90/120 Hz?

Don't worry about < just > 6 audio channels. (= 5.1 channel count!)

It could also be 11.1 + 2, or 22.2 +2 .

Best,

Stefan



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!
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