I've been wanting to create work in this way for a while now (6DOF
audio-only augmented reality). This audio augmentation is what I found
appealing when I tried the Magic Leap AR headset for the first time since
it's very well implemented there (as opposed to the disappointing visual
quality). I wish someone will soon produce headphones with 6DOF tracking
(will require cameras to perform SLAM). In the meantime, I'm also waiting
for Intel to add Android support to their RealSense Tracking Camera T265 [
https://www.intelrealsense.com/tracking-camera-t265 ] which they claim is
on the works. This would allow strapping one of those sensors to a pair of
headphones and running an Android app that does the spatialization (I
agree with Przemyslaw that using a game engine such as Unity or Unreal
would make things very easy, even in this scenario or in a sever based one).

Cheers,

Hector


On Mon, Sep 30, 2019 at 3:31 AM Przemysław Danowski <
przemyslaw.danow...@chopin.edu.pl> wrote:

> Michelle,
>
> You could look at game engines like Unreal or Unity, and if you can get
> headtrackers send OSC to the engine you will get coordinates for the
> position of the players head. You can use native multiplayer feature of the
> engines. You could employ Kinect camera to trace position of the players in
> the room.
>
> It would be very easy to implement using VR/AR 6DoF headsets, where you
> have room position tracking and headtracking combined and the SDK ready to
> use.
>
> best,
>
>
> Przemyslaw Danowski
> Sound Engineering Department
> Fryderyk Chopin University of Music
> mob.+48603700626
> www.chopin.edu.pl <http://www.chopin.edu.pl/>
>
> UMFC VR : virtual exhibition
> http://fb.me/umfcvr <http://fb.me/umfcvr>
> > Wiadomość napisana przez Michelle Irving <
> michelle.irv...@soleilsound.com <mailto:michelle.irv...@soleilsound.com>>
> w dniu 27.09.2019, o godz. 19:22:
> >
> > Hi,
> >
> > I'm working with an artist who wants to explore Ambisonic Audio
> > and use the Audeze Mobius headphones in an audio installation.
> > The soundscape will consist of recordings of various individual vocals
> > spatialized
> > throughout the "room". There is a video projection overhead. Hard sync is
> > not required.
> >
> > Questions:
> > 1.Is it possible to exploit the headtracking of the Mobius headphones to
> > give each person and individualized experience of the audio composition.
> > ie. Person A is in the far left front corner and hearing a particular
> voice
> > in close proximity while Person B is in the far back right corner barely
> > hearing what Person A is hearing?
> >
> > 2.If the Answer to 1. is YES - would you recommend using Max/Msp or
> Arduino
> > for configuring hte individual playbacks (mappings between headphones and
> > some sort of player)
> >
> > 3.I've looked at the Waves NX toolkit and I don't see a feature to
> > determine virtual room size?Am I missing something or is there other tech
> > that could allow me to map the headtracker to a specific roomsize?
> >
> > 4.Open to better ideas how to achieve an interactive Ambisonic audio
> > soundscape that works with multiple headsets.
> >
> > thanks!
> > Michelle
> >
> > --
> >
> > Michelle Irving
> >
> > Post-Audio Supervisor
> >
> > 416-500-1631
> >
> > 507 King St. East
> >
> > Toronto, Ontario
> >
> > www.soleilsound.com <http://www.soleilsound.com/>
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