Hi List,

I have lurked here for a while searching the great archive that is this
list. This is my first post here as a beginner in Ambisonics.

I am a sound designer working on a "VR Radio Theater" project (with no
visual elements). Listeners will be wearing headphones with head trackers
and receive binaural audio. My plan is to play back the sound in
SuperCollider which can process the ambisonic signal as well as the head
tracking data, on a Raspberry Pi or similar mini computer.

At the moment I'm using Reaper and the ATK library to design the
soundscapes, but I am starting to understand that ambisonics has very
different rules when it comes to creating a sense of space, especially
realistic ones, and this is what I would very much like some advice on. An
example would be two people talking and moving about the room that you as a
listener is sitting in the middle of.

What processes do sound designers here use to design realistic ambisonic
spaces? Do you record it all with tetrahedral microphones? Are there good
reverb solutions to achieve this with mono recordings - or to enhance
ambisonic recordings? Do you use conventional DAWs or also game engines
like UE4 and Unity?

The project is still pending funding so I am interested to hear both
low-budget and more expensive approaches.

Thank you all for reading.

Martin
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