Oculus just introduced two new features to the Rift SDK. Near Field HRTF, for sound sources closer than 1m & Volumetric Sound Sources which allow to model sounds sources of any size. For more details on these new features & listening examples visit the oculus blog. [image credit: oculus blog] … [Read more...]
The Technical Details Behind Facebook 360 Audio
In a recent post on the Facebook engineering blog, Varun Nair & Hans Fugal explain in great detail the technical details behind Facebook 360 Audio. You can read the complete article here. … [Read more...]
Valve Launches Steam Audio
After acquiring Impulsonic earlier this year, Valve just released Steam Audio, a new spatial audio solution with physics based sound propagation on top of HRTF binaural audio for games & VR. The Beta of the SDK is available free of charge & currently supports Windows, Linux, macOS, and Android. For more details please visit the official announcement. … [Read more...]
The VR Soundscape of Secret Sorcery’s Tethered
Guest Contribution by Kenny Young Tethered is an immersive VR strategy game in which you take on the role of a god-like spirit tasked with looking after your flock of ‘Peeps’, the cute but simple-minded inhabitants of the beautiful, floating archipelagos that you gaze down upon from your lofty seat amongst the clouds. This disembodied third person perspective sets the … [Read more...]
Youtube Spatial Audio Inverse Filter
Bruce Wiggins, lecturer for Electronics and Sound at the University of Derby, UK released a inverse filter IR which aims to equalize the coloring that happens due to the different HRTFs used by Youtube for content delivery. You can read the full article on Bruce Wiggin's blog. … [Read more...]