Re: [Sursound] Using Ambisonic for a live streaming VR project

2016-06-02 Thread Bob Burton
Very excited to find out to do this.

In my research, youtube must render the ambisonic files before playing, so
when you live stream, in is stereo.

When you play back later, it can be ambisonic.

Is there someone else who streams ambisonic live?

On Thu, Jun 2, 2016 at 9:13 AM, Antoine Simon <anto...@oxygenstream.fr>
wrote:

> Hello,
>
> We would like to use an ambisonic microphone + a 360° camera for live
> streaming VR projects.
>
> I know how to stream the 360° video in live for a VR headset like GearVR or
> > a Cardboard.
> > But I would like to understand more about how to stream the ambisonic
> > audio.
>
>
> *This is what I understood so far (maybe I'm wrong):*
>
>- Ambisonic audio equals to 4 channels in "B" format (W, X, Y and Z)
>- The player (client side) need to interpret those 4 channels in "B"
>format into a stereo, depending on the VR Headset position into the 3d
>space.
>
>
> *My basic Question:* Do you know an exemple or a way to stream that
> ambisonic audio + a player to interpret the stereo depending on the VR
> Headset position in realtime?
>
> *My further questions:*
>
>- Can we transform those 4 channels in "B" format into a 4.0 AAC for the
>streaming without loosing too much data compared to a WAV PCM?
>- How to interpret those 4 channels in "B" format into a stereo,
>depending on the VR Headset position into the 3d space?
>
>
> Thanks in advance for your answers...
> Best regards,
>
>
> *Antoine SIMON*
> Live Events Manager, OxygenStream
> Mob: +33 698 171 875 | Tel: +33 954 826 133
> anto...@oxygenstream.fr | http://oxygenstream.fr
>
> [image: OxygenStream Website] <http://oxygenstream.fr/>
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-- 
Bob
-- 
Audio Rents, Inc.
4209 W. Vanowen Place
Burbank, CA 91505
323-874-1000
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[Sursound] Using Ambisonic for a live streaming VR project

2016-06-02 Thread Antoine Simon
Hello,

We would like to use an ambisonic microphone + a 360° camera for live
streaming VR projects.

I know how to stream the 360° video in live for a VR headset like GearVR or
> a Cardboard.
> But I would like to understand more about how to stream the ambisonic
> audio.


*This is what I understood so far (maybe I'm wrong):*

   - Ambisonic audio equals to 4 channels in "B" format (W, X, Y and Z)
   - The player (client side) need to interpret those 4 channels in "B"
   format into a stereo, depending on the VR Headset position into the 3d
   space.


*My basic Question:* Do you know an exemple or a way to stream that
ambisonic audio + a player to interpret the stereo depending on the VR
Headset position in realtime?

*My further questions:*

   - Can we transform those 4 channels in "B" format into a 4.0 AAC for the
   streaming without loosing too much data compared to a WAV PCM?
   - How to interpret those 4 channels in "B" format into a stereo,
   depending on the VR Headset position into the 3d space?


Thanks in advance for your answers...
Best regards,


*Antoine SIMON*
Live Events Manager, OxygenStream
Mob: +33 698 171 875 | Tel: +33 954 826 133
anto...@oxygenstream.fr | http://oxygenstream.fr

[image: OxygenStream Website] <http://oxygenstream.fr/>
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