Ok, I didn't write this. I am using linux and using irrlicht (it's a graphics 
engine). Demo will be rendered not recorded in 360deg or something.
It's similar to a game. I've integrated camera with oculus (or oculus with 
camera :) - in both direction) and now want to add audio.

Dnia 9 marca 2015 14:26 Bo-Erik Sandholm <bo-erik.sandh...@ericsson.com> 
napisał(a):

> Yes
> But that probably depends mostly on your computing platform. If you are using 
> windows I believe it is good enough for a simple and quick solution to 
> produce a simple demo.
> The www.reaper.fm is probably a good platform to use, it can handle ambisonic 
> sound including headtracked binaural decoding using Matthias plugins  and 
> also video.
> https://www.youtube.com/watch?v=xuZX06U51zA
> https://www.youtube.com/watch?v=S_ucjxTTHko
> 
> I am not sure how it would work for headtracking  360 degree omni video but I 
> think it is possible?
> on elevr.com you can find short video demos usable for 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 support
> 
> 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 <bo-erik.sandh...@ericsson.com> 
> napisał(a):
> 
> > 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 your progress.
> > 
> > 
> > http://www.matthiaskronlachner.com/
> > Reaper libsndfile wrapper - allows to read more audio formats (eg. 
> > RF64) Headtracking for Binaural Ambisonic Playback ambiX v0.2.2 - 
> > Ambisonic plug-in suite mcfx v0.3.1 - multichannel audio plug-in suite
> >    
> > http://iem.kug.ac.at/fileadmin/media/iem/projects/2012/kronlachner.pdf
> > 
> > AmbiX - added explanation from Matthias
> > > Just OSC from a headtracker seems to be missing.
> > not missing, just not documented.
> > the rotator_z does receive osc at udp port 7120
> > message: /rotation [pitch] [yaw] [roll] angles are in degree, but 
> > rotator_z only reacts to yaw (z) of course.
> > 
> > i more or less forgot to include this into the xyz rotation plugin 
> > (ambix_rotate), but as Reaper does allow to receive OSC messages and 
> > control plugin parameters through OSC learn i did not see a need for it.
> > this is the way i am using the rotator with headtracking.
> > 
> > -----------------------------------------
> > 
> > DIY Headtracker (Easy build, No drift, OpenSource) ca 9 Usd + 10 USD 
> > för Aurdino aliexpress.com
> > http://www.rcgroups.com/forums/showthread.php?t=1677559
> > 
> > https://github.com/ptrbrtz/razor-9dof-ahrs/wiki/Tutorial relevant to 
> > this sensor mody fy for gy-85 
> > http://eegexplore.blogspot.com/2014/05/ahrshead-tracking-test-with-gy-
> > 85.html Now you can start to follow the original tutorial . When you 
> > reach the section: Uploading the firmware> Hardware option, please choose 
> > this option:
> > #define HW__VERSION_CODE 10724 // SparkFun "9DOF Sensor Stick" version 
> > "SEN-10724" (HMC5883L magnetometer)
> > 
> > BR Bo-Erik Sandholm
> > -----Original Message-----
> > From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of 
> > Tobix
> > Sent: den 9 mars 2015 12:12
> > To: sursound@music.vt.edu
> > Subject: [Sursound] Ambisonics decoder to hrtf with VR support
> > 
> > Hello,
> > 
> >    I am trying to make simple demo for Oculus (c++). What I have is some 
> > stationary sound sources that are played by openal hrtf filters and 
> > response to head rotations (setting listener's position, forward and up 
> > vectors based on rotation and movement). 
> > Openal takes mono wav files to produce hrtf output, but in the final demo I 
> > will be using ambisonics files as input.
> > 
> > Currently I am searching for library, project that is capable of decoding 
> > .amb to hrtf (headphones), is open-source and written in c/c++. I'm not 
> > willing to write this myself, because this is my first touch with 
> > ambisonics at all.
> > 
> > What I need is:
> >    - create sound sources in 3D plane
> >    - set sources' input as .amb file
> >    - have a way to change listener position
> >    - get hrft output on headphones
> > 
> > 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? 
> > 
> > The way that openal handles source positions and listener is good for me, 
> > but could it be reproduced with ambisonics?
> > 
> > Thanks in advance.
> > Toby
> > _______________________________________________
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