Thanks for responses.
I think I'll try simplest thing first. So I'd like to have single sound source
that will rotate with head (Z axis) - it can be done with rotation matrix. I've
written this myself using streaming in openal and binaural decoder from
HoaLibrary, but then I want to add more s
> On 13 Mar 2015, at 10:19 pm, Jörn Nettingsmeier
> wrote:
>
>> On 03/09/2015 12:12 PM, Tobix wrote:
>>
>> 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?
>
> If you're using pre-rendered Ambisonics file
On 03/09/2015 12:12 PM, Tobix wrote:
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?
If you're using pre-rendered Ambisonics files, the listener will never
move from the sweet spot, translations are imposs
-boun...@music.vt.edu] 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 so
headtracked video but
not headtracked sound.
Best Regards
Bo-Erik Sandholm
-Original Message-
From: Sursound [mailto:sursound-boun...@music.vt.edu] 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
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
napisał(a):
> Hi Toby
>
> The link below is probably the quickest way to find something that al
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 y