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 -------------- next part -------------- An HTML attachment was scrubbed... URL: <https://mail.music.vt.edu/mailman/private/sursound/attachments/20170921/4c2c3a44/attachment.html> _______________________________________________ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.