It's state is being just a thing in my head. I bought an Oculus and it still hasn't gotten here but I was picturing using maybe the Hydra Razer to make a tool for placing sounds with your hands. Ultimately, tools could be built where people built songs, it'd be really sweet to see like little kids making songs that way. Emailed Ico because I'm broke/in debt and don't have audio set-up or any programming experience. Found a person here in Richmond, VA to help with information coming from/to maxmsp. I'm trying to make a movie with my friends that's kind of idealized for Oculus viewers & so we started talking with people building games/3d artifacts at the school and making friends so through them & Ico & whoever else is over there at VT, I figure we can get something done. I also thought maybe people who were already building similar things & into open source might be interested in helping.
On Mon, Jul 8, 2013 at 11:28 PM, Stefan Schreiber <[email protected]>wrote: > 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 <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<http://en.wikipedia.org/wiki/Gyroscope>>, >> accelerometers >> <http://en.wikipedia.org/wiki/**Accelerometer<http://en.wikipedia.org/wiki/Accelerometer>>, >> and magnetometers >> <http://en.wikipedia.org/wiki/**Magnetometer<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<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#cite_note-AutoFU-1-25> >> > >> > > http://en.wikipedia.org/wiki/**Oculus_Rift<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 >>> >>> ______________________________****_________________ >>> Sursound mailing list >>> [email protected] >>> https://mail.music.vt.edu/****mailman/listinfo/sursound<https://mail.music.vt.edu/**mailman/listinfo/sursound> >>> <http**s://mail.music.vt.edu/mailman/**listinfo/sursound<https://mail.music.vt.edu/mailman/listinfo/sursound> >>> > >>> >>> >>> >> -------------- next part -------------- >> An HTML attachment was scrubbed... >> URL: <https://mail.music.vt.edu/**mailman/private/sursound/** >> attachments/20130708/50b22183/**attachment.html<https://mail.music.vt.edu/mailman/private/sursound/attachments/20130708/50b22183/attachment.html> >> > >> >> ______________________________**_________________ >> Sursound mailing list >> [email protected] >> https://mail.music.vt.edu/**mailman/listinfo/sursound<https://mail.music.vt.edu/mailman/listinfo/sursound> >> >> >> > > ______________________________**_________________ > Sursound mailing list > [email protected] > https://mail.music.vt.edu/**mailman/listinfo/sursound<https://mail.music.vt.edu/mailman/listinfo/sursound> > -------------- next part -------------- An HTML attachment was scrubbed... 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