There does seem to be a lot of interest in ambisonics to binaural these days.  
It certainly seems that way to me since I’ve been immersed in it of late.

Stefan, if your suggestion to the folks at JauntVR is what turned them on to 
ambisonics, then I must thank you as I have been having a great time working 
with them to provide custom ambisonics code, including binaural conversion.  I 
expect that I will also have some level of binaural conversion out in general 
purpose plugins eventually.

David McGriffy
VVAudio.com

On Nov 12, 2014, at 5:10 PM, Stefan Schreiber <st...@mail.telepac.pt> wrote:

> Sampo Syreeni wrote:
> 
>> On 2014-11-12, Braxton Boren wrote:
>> 
>>> Our lab is working on some audio spatialization techniques that we'd like 
>>> to sync up with visual content over the Oculus Rift. We would like to 
>>> process the Ambisonic audio content separately (using head-tracking data 
>>> from the Oculus) for binaural rendering while the interactive VR visuals 
>>> are running on the Oculus.
>> 
>> 
>> What is this, a sudden landslide? I *just* got a demo from Ville Pulkki on 
>> this precise stuff at Aalto, here. I'm betting you'd want to contact him 
>> directly on this one.
> 
> 
> Well, but I < did > write to Ville Pulkki during last week about VR and other 
> applications of Ambisonics and DirAC  (or in general: Ambisonics and 
> parametric Ambisonics decoders). Which is probably just a further 
> coincidence...
> 
> Still waiting for the master's answer, though...    :-D
> 
> --------------------------------------------------
> "
> 
>> See Bo-Erik Sandholm's recent posting on sursound (on "VR applications")
>> 
>> http://permalink.gmane.org/gmane.comp.audio.sursound/6227
> 
> 
> ...
> 
>> ... The combination of Ambisonics, DirAC and head-tracking (for binaural 
>> decoders) could be a real game-change development.
> 
> "
> 
> In any case, the VR people have already discovered Ambisonics some while ago 
> -  I remember that I myself have suggested to some representant of Jaunt VR 
> (obviously Jaunt VR is connected with the Oculus Rift train) to consider the 
> use of Harpex. (thread retrievable via sursound archives)
> 
> 
> The bigger picture is of course that head-tracked Ambisonics seems to be a 
> natural fit for VR audio - VR includes HT "by definition", and needs 
> obviously some 3D audio infrastructure for the sound. Ambisonics offers both 
> an established 3D audio framework and (importantly, too...) 3D audio capture!
> Rotation of sound fields according to positional head data can be realized in 
> a straightforward and simple fashion -  before the decoding stage.
> 
> 
> Best,
> 
> Stefan
> 
> 
>> 
>>> I was just wondering if there are any freely available demos that include 
>>> both VR visuals for Oculus as well as Ambisonic sound files.
>> 
>> 
>> Dunno how freely available they are, they they exist. *Oh* do they exist! :)
>> 
>>>  - VR visual content *integrated *with the Oculus Rift
>>>  - *Raw *Ambisonic recordings that go along with the VR simulation
>> 
>> 
>> The latter were played, at first order. Multiple clips too. I'm betting the 
>> A-format has been entombed as well, because I seem to remember at least one 
>> paper might be hanging on it. But let Ville fill out the details. And of 
>> course Archontis Politis, who's working on his PhD at Aalto -- and who 
>> demonstrated even wilder ambisonic minded stuff to me on the same visit... 8)
> 
> 
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