Wow, thanks for posting this Richard,

 if it runs on Android and IOS too, it could be the basis of a locative 
“audio walk” app which would actually allow the sounds “to stay 
where they are” as you move around them. 

best, Justin

Justin Bennett

[email protected]
www.justinbennett.nl
http://jubilee-art.org/


> On 20 Aug 2015, at 18:00, [email protected] wrote:
> 
> Message: 1
> Date: Thu, 20 Aug 2015 11:55:55 +0100
> From: "Richard Furse" <[email protected]>
> To: "'Surround Sound discussion group'" <[email protected]>
> Subject: Re: [Sursound] ambisonics audio for 360 film (VR)
> Message-ID: <[email protected]>
> Content-Type: text/plain;     charset="us-ascii"
> 
> Hi there!
> 
> This is definitely a hot topic at the moment, and I thought folk might be
> interested in what we (Blue Ripple Sound) have been up to in this area.
> There's a news items at
> http://www.blueripplesound.com/story/rapture3d-for-virtual-reality.
> 
> The executive summary of that is: there's a new version of the Rapture3D
> game engine in the pipes that is simpler, faster, more portable, and
> includes support for TOA playback (with "re-pointing"). For VR, this means
> you can create complete 3D audio scenes with our TOA studio plugins which
> can then be rendered to binaural, in a way that takes the user's head
> position into account.
> 
> Best wishes,
> 
> --Richard




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