Hello...
I have been asked (by the administrator) to publish my last posting
within the original threat context. (given by R. Furse)
My apologies!
Stefan
------------------------------------------------------------
Justin Bennett wrote:
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/
But be aware of the difference between positional tracking (you move in
a acoustical soundscape, "full VR/AR"), and orientational (head)
tracking. (You stabilize a given recording and < recording perspective >.)
Rapture3D (as an audio game engine) will be able to do both.
Can Richard confirm this?
This makes it possible to add any amount of complex sound material
into a single TOA mix, add multichannel recordings, and work on subtle
details of the overall mix until it's absolutely right (in the much
the same way we're used to for stereo or 5.1, but in full 3D). This
gives a lot more control than is possible with pure "object-based"
approaches, particularly where reverb or fine sculpting of the overall
mix is concerned. Of course, if you want to use individual sound
sources too you can, and Rapture3D's design scales well to very large
numbers of ordinary sources, with dynamic reverb, filtering and
distance models.
(from Richard's link)
I have always argued that you can't manage everything with audio
objects. Thanks for the support... :-)
-------------------------------------------------------------------
http://listen.dts.com/pages/dts-x?tracking=DTSX
And how would you record DTS:X? (Supposedly via "advanced extreme
multitrack technology".)
---------------------------------------------------------------------
Best,
Stefan
P.S.: Which opens some further questions. Are some games not already a
form of VR, especially if the player "identifies" with the scenery?
(Some obvious dangers included here... )
Is a mobile phone not often used as an AR device? (Think of all the
zombies walking around in public, staring onto their phone. ;-) :'( )
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)
...
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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