I'm watching these developments with interest due to my activities in
virtual worlds...
Indeed, as we're talking about VR headsets here, where head-tracking is
vital for the visual operation, I wouldn't worry about that being
available for audio - it's already there and I don't see how you could
do a VR device without it. Just listening what happens to the audio
stage on headphones in a current virtual environment such as Second Life
suggests that the addition of head tracking would make existing models
work fine.
Whether or not VR content producers will bother to develop more detailed
spatial sound models is another question, of course.
[Actually, I must say that at this point I am wondering how VR headsets
will get around the issue of eye convergence without focus shift, which
is likely to be a much bigger problem than anything in the audio arena :) ]
-_R
On 19/03/2014 16:11, Stefan Schreiber wrote:
(Head-tracking probably included, as this is a VR device. My source
says that the "correct position of noises will be calculated and
reproduced via headphones. )
Sony's head-tracker is said to have a temporal accuracy of 1000Hz,
which should be enough for any video and audio purposes.
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