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 > _______________________________________________ > Sursound mailing list > [email protected] > https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit > account or options, view archives and so on. > _______________________________________________ > Sursound mailing list > [email protected] > https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit > account or options, view archives and so on. > _______________________________________________ Sursound mailing list [email protected] https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. _______________________________________________ Sursound mailing list [email protected] https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
