Matthew Palmer wrote:
Would you be interested in helping build tools for the Oculus Rift? I
pitched a proposal for a tool to Ico Bukvik at Virginia Tech (
http://www.icat.vt.edu/) and he was interested in helping. I can email you
more. - matt
They will have to think more about the audio output(s) of the Oculus
Rift, at least for the CE version. (I would go for some mixed approach.
Include some earbugs, but include also the necessary interfaces for
serious headphones, surround processors etc.)
What is the current state of development?
Best,
Stefan
P.S.: And because of 1000 Hz HT, we finally would have some HT
"research" device for the demonstration of convincing surround
reproduced and listened to on headphones. Which I have proposed some
(ages) years ago. (The point was that the existing solutions from say
Smyth Research or Beyer were way too expensive for any "normal" or CE
market, then. Times are changing. Of course, we don't know yet if the
University of York would invest into some $300 high tech HT device like
the Oculus Rift, but maybe some of the student would accept that <
his/her > OR is being used for scientific reasons as 3D audio
reproduction tracker/processor, when he/she is not playing games....
:-D )
P.S. 2: And of course, you could do the same for less than $300, but
then you would have to design your own headphone without (double) LCD
display.
Initial prototypes used a Hillcrest 3DoF
<http://en.wikipedia.org/wiki/3DoF> head tracker that is normally
120 Hz, with a special firmware that John Carmack requested which
makes it run at 250 Hz, tracker latency being vital due to the
dependency of virtual reality's realism on response time. The latest
version includes Oculus' new 1000 Hz Adjacent Reality Tracker that
will allow for much lower latency tracking than almost any other
tracker. It uses a combination of 3-axis gyros
<http://en.wikipedia.org/wiki/Gyroscope>, accelerometers
<http://en.wikipedia.org/wiki/Accelerometer>, and magnetometers
<http://en.wikipedia.org/wiki/Magnetometer>, which make it capable of
absolute (relative to earth) head orientation tracking without
drift.[20]
<http://en.wikipedia.org/wiki/Oculus_Rift#cite_note-update11-20>[25]
<http://en.wikipedia.org/wiki/Oculus_Rift#cite_note-AutoFU-1-25>
http://en.wikipedia.org/wiki/Oculus_Rift
I could imagine how I would design my own HT headphone... (< Top
secret > < NSA/GCHQ tag > < Don't tell Ambisonics researchers >) :-D
On Mon, Jul 8, 2013 at 9:12 PM, Stefan Schreiber <[email protected]>wrote:
J. Liles wrote:
On Mon, Jul 8, 2013 at 5:03 PM, Stefan Schreiber <[email protected]
wrote:
J. Liles wrote:
On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham <[email protected]>
wrote:
Hi,
This looks good - can't try it at the moment as I am away from my
Linux machine but I do have a question - the user manual says "The
spatialization control may be visualized as moving the sound source
across the surface of a hemispherical dome enclosing the listener" but
this implies only one hemisphere (presumably upper) in use as I can't
see any way of switching to lower hemisphere.
Dave
That being said, currently the new interface shares the property of
the old in only representing the top hemisphere. I've played around
with multiple views to allow manipulation of negative elevation, but I
decided that it was too confusing for the user, especially considering
A) the extremely small number of people with periphonic rigs and B)
the even smaller number of *musical* scenarios where a sound source
should emanate from below the listener. Still, during that demo, most
of the time the crow was actually below the horizon due to the fact
that I automated its flight path rather carelessly by clicking the
mouse at random points on a Control Sequence in Non Timeline (and the
automation input is not bound by the top-only constraint that the
interface is).
Two commentaries:
- the representation of negative elevation is easily possible via
headphones/binaural techniques.
In that case, I hazard to guess that the number of people with the time
and
skills to convert B-Format to an HRTF of their own head is similar to the
number of people with periphonic ambisonics rigs. Seriously though, can
you
point me to some free-software for generating HRTF output from B-Format?
Because I could use some.
No I can't (for the moment), it is also not my obligation.
I only wanted to point out that binaural < in any form > doesn't include
any upper/lower hemishere restrictions.
If you use personal or "common" HRTF datasets doesn't really matter. HT
(head tracking) is also irrelevant, because binaural is full-sphere. (Like
Ambisonics.)
(Speaking about HT: Be aware that HT for video glasses and VR devices -
this was the Oculus Rift example - is going more and more mainstream.
Sensors/gyroscope devices are widely available, relative GPS would allow
movement tracking in real or virtual space. We audio people are just a bit
behind, probably because surround sound looks esoteric, and you won't use
some $100 sensors for advanced headphones.... )
I might look during the next days if I find some (public) B format --->
binaural/HRTF stuff which might interest you. And yet I hope that our
Ambisonics specialists here will provide the information way faster than I
ever could.
- Direct sound from down might be "rare" or not (but think about some
walk
in the woods wearing a prototype of Oculus Rift and a head-mounted
camera... :-D ), but reverberation from "down" is just normal.
(Floor/ground reflections.)
Excellent point, however, the panning of a sound source is only
incidentally related to the direction of the reflections. Nothing's to
stop
a reverb from doing what it does, regardless of whether or not a source
can
be panned below the equator.
But anyway, the purpose here is not to craft virtual walks in the woods
(I'm sure there are other tools for that, Blender's new 3D sound objects
come to mind). The purpose of this work is to produce music.
I am aware that musical sources usually don't come from "down", but this
is maybe related to the fact that (most) musical sources are actually
coming from the front. (Please, no new discussions about DWMM, this is just
an "observation" by some stupid musician. O:-) I have been in jazz clubs,
been in flamenco caves etc. etc., and mostly... )
Beyond music: If you imagine a Formula 1 game, the car and gear noises
should clearly come from the lower hemisphere, not the upper one! ;-)
(Unless you lost control and the car turned over... I hope you are a good
driver! )
Best,
Stefan
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