Hi,

This doesn't yet seem to be available.

Part of it is not too radical: the use of binaural plug-ins for a DAW. These have been around in various guises for quite some time, but have not been widely taken up despite the huge number of listeners using headphones (especially on mobile devices) and the widespread availability of stereo (as opposed to truly multi-channel other than 5.1/7.1) audio DAWs. Two channel plug-ins are generally compatible with all of them, multi-channel plug-ins are not.

They do seem to offer some sort of binaural surface reflection algorithm, which must be on a per source basis. A binaural global reverb algorithm is harder to implement, and binaural plug-ins that I have seen that have a reverb implementation has a reverb per instance. This can get DSP intensive, and makes it very tedious to make global changes.

They do mention incorporation of head tracking, but details are vague.

The whole scheme seems to be a re-working of their games engine plug- ins, where sound sources and the listener can move freely, to standard DAW plug-in formats. Using a DAW would be, at best, a simulation, with audio file delivery to games developers being discrete mono, stereo or surround stems as at present. The final binaural coding would be on an audio object or stem basis in the game engine.

As far as I know you cannot undo binaural coding or spatially manipulate it (at least not easily and only with static sources and listener).

Could be useful for binaural audio production (not exactly a huge market) and producing demonstrations for games audio using their existing products, but is not an answer to every problem. The prospect of communication with more interactive and non-linear audio software (e.g. Max, pd, SuperCollider, Live ??) would be much more interesting.

Ciao,

Dave Hunt


  1. "Spatial Workstation" for 360? (VR) audio mixing/edition
      (Stefan Schreiber)

From: Stefan Schreiber <st...@mail.telepac.pt>
Date: 25 October 2015 19:40:41 GMT
To: Surround Sound discussion group <sursound@music.vt.edu>
Subject: [Sursound] "Spatial Workstation" for 360ยบ (VR) audio mixing/edition


FYI...

http://www.roadtovr.com/two-big-ears-spatial-workstation-delivers- realtime-cross-platform-3d-vr-audio-mixing/


3D spatial audio specialists Two Big Ears have launched a new 'Spatial Workstation', a platform for audio engineers to mix and edit immersive audio with realtime feedback leveraging VR headset head-tracking information.


See "Workflow" picture...


The API is designed to provide an interface for developers to deliver accurate and compelling spatial audio, that is - audio which recreates a realistic sound-stage akin to the real world. This is particularly important for virtual reality as what you hear is a key trigger point for presence


Best,

Stefam

-------------- next part --------------
An HTML attachment was scrubbed...
URL: 
<https://mail.music.vt.edu/mailman/private/sursound/attachments/20151027/24a3086f/attachment.html>
_______________________________________________
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit 
account or options, view archives and so on.

Reply via email to