Hi Jake 
>The soundtrack is ambisonic and we will be looming to convert to binaural.
Make sure you include real time head tracking in the binaural processing, if 
not you will not have video and sound coherence.
One factor when choosing software solution can be your sound tracks ambisonic 
order.

There are several ways to start doing this:
   Free software 
        http://www.matthiaskronlachner.com/?p=2091  Complete!  using AmbiX 
        You only need to modify the OSC receiver/interface for sound field 
rotation control to accept Oculus Rift direction sensors syntax.

        http://www.ambisonictoolkit.net/wiki/tiki-index.php
        Csound http://www.csounds.com/journal/issue16/multibin.html 
http://csound.1045644.n5.nabble.com/Android-HRTF-and-ambisonic-td5724195.html
  Commercial alternatives
                    http://harpex.net/download.html support head tracking
                    
http://www.blueripplesound.com/products/binaural-surround-vst combinations of 
plugins needed 
                    - and in both cases Oculus Rift integration is still 
needed. 
                   Check out the effect of head tracking with 
https://play.google.com/store/apps/details?id=net.hcenteno.ambiexplorer with 
your phone as a sensor or external Bluetooth sensor.


Good luck to you and hope your effort with this project result in a Oculus Rift 
driver and software compbination that can freely be used by the exploding VR 
community.

Best Regards Bo-Erik Sandholm
  
       


-----Original Message-----
From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Jake Williams
Sent: den 18 november 2014 19:40
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

I have recently been involved in a 3d realtime fulldome show. We are looking 
into making an oculus version. The soundtrack is ambisonic and we will be 
looming to convert to binaural. This may not in anyway be helpful. J On 12 Nov 
2014 18:24, "Braxton Boren" <bbbo...@gmail.com> wrote:


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