Yes
But that probably depends mostly on your computing platform. If you are using 
windows I believe it is good enough for a simple and quick solution to produce 
a simple demo.
The www.reaper.fm is probably a good platform to use, it can handle ambisonic 
sound including headtracked binaural decoding using Matthias plugins  and also 
video.
https://www.youtube.com/watch?v=xuZX06U51zA
https://www.youtube.com/watch?v=S_ucjxTTHko

I am not sure how it would work for headtracking  360 degree omni video but I 
think it is possible?
on elevr.com you can find short video demos usable for headtracked video but 
not headtracked sound.

Best Regards
Bo-Erik Sandholm



-----Original Message-----
From: Sursound [mailto:[email protected]] On Behalf Of Tobix
Sent: den 9 mars 2015 13:44
To: Surround Sound discussion group
Subject: Re: [Sursound] Ambisonics decoder to hrtf with VR support

Thanks, but I am searching for a lib that I can easily integrate with my 
project. Dunno if some vst plugins or sound renderers give me enough 
flexibility.


Dnia 9 marca 2015 12:52 Bo-Erik Sandholm <[email protected]> 
napisał(a):

> Hi Toby
> 
> The link below is probably the quickest way to find something that 
> almost works from the beginning :-) You just have to modify the directional 
> signals from Oculus to work with the OSC syntax in this package.
> Or modify the OSC receiver to accept the Oculus syntax.
> 
> Please let us know of your progress.
> 
> 
> http://www.matthiaskronlachner.com/
> Reaper libsndfile wrapper - allows to read more audio formats (eg. 
> RF64) Headtracking for Binaural Ambisonic Playback ambiX v0.2.2 - 
> Ambisonic plug-in suite mcfx v0.3.1 - multichannel audio plug-in suite
>    
> http://iem.kug.ac.at/fileadmin/media/iem/projects/2012/kronlachner.pdf
> 
> AmbiX - added explanation from Matthias
> > Just OSC from a headtracker seems to be missing.
> not missing, just not documented.
> the rotator_z does receive osc at udp port 7120
> message: /rotation [pitch] [yaw] [roll] angles are in degree, but 
> rotator_z only reacts to yaw (z) of course.
> 
> i more or less forgot to include this into the xyz rotation plugin 
> (ambix_rotate), but as Reaper does allow to receive OSC messages and 
> control plugin parameters through OSC learn i did not see a need for it.
> this is the way i am using the rotator with headtracking.
> 
> -----------------------------------------
> 
> DIY Headtracker (Easy build, No drift, OpenSource) ca 9 Usd + 10 USD 
> för Aurdino aliexpress.com
> http://www.rcgroups.com/forums/showthread.php?t=1677559
> 
> https://github.com/ptrbrtz/razor-9dof-ahrs/wiki/Tutorial relevant to 
> this sensor mody fy for gy-85 
> http://eegexplore.blogspot.com/2014/05/ahrshead-tracking-test-with-gy-
> 85.html Now you can start to follow the original tutorial . When you 
> reach the section: Uploading the firmware> Hardware option, please choose 
> this option:
> #define HW__VERSION_CODE 10724 // SparkFun "9DOF Sensor Stick" version 
> "SEN-10724" (HMC5883L magnetometer)
> 
> BR Bo-Erik Sandholm
> -----Original Message-----
> From: Sursound [mailto:[email protected]] On Behalf Of 
> Tobix
> Sent: den 9 mars 2015 12:12
> To: [email protected]
> Subject: [Sursound] Ambisonics decoder to hrtf with VR support
> 
> Hello,
> 
>    I am trying to make simple demo for Oculus (c++). What I have is some 
> stationary sound sources that are played by openal hrtf filters and response 
> to head rotations (setting listener's position, forward and up vectors based 
> on rotation and movement). 
> Openal takes mono wav files to produce hrtf output, but in the final demo I 
> will be using ambisonics files as input.
> 
> Currently I am searching for library, project that is capable of decoding 
> .amb to hrtf (headphones), is open-source and written in c/c++. I'm not 
> willing to write this myself, because this is my first touch with ambisonics 
> at all.
> 
> What I need is:
>    - create sound sources in 3D plane
>    - set sources' input as .amb file
>    - have a way to change listener position
>    - get hrft output on headphones
> 
> I've read that ambisonics is good for listener in center, right? This means 
> that if player can move the sound effect will be distorted? 
> 
> The way that openal handles source positions and listener is good for me, but 
> could it be reproduced with ambisonics?
> 
> Thanks in advance.
> Toby
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