Simon Connor wrote:
...
> *First, is the video individual or projected? Is this HMD/GoogleCardboard
> type situation? If the first, what are the audio/video sync latency
> tolerances for the piece? *
>
> The video will be a single large scale projection rather than an individual
> VR / Google cardboard headsets. The audio will be in sync with image. Ive
> not had chance to test yet so not definite on tolerable latency but at a
> guess up to a couple of miliseconds if possible.
>
> *Second, is the sound scene a "shared" experience, in that do the actions
> of one person affect the sound heard by another? Is the scene dynamically
> generated/rendered in real-time or is this basic off-line rendered audio
> HOA playback? Single point of view in the sound scene, or does each
> listener have their own view, and it is fixed or moving with the user's
> position? *
>
> The sound scene is played back by off line rendered audio. A fixed/linear
> 3OA audio stream, which I would then like to be decoded binaurally to each
> users HP, for now this will be fixed rather than constantly moving.
>
> This audio stream would be the same for each each user - a binaural mix but
> modified depending on their own unique head movements .  So the data flow
> would be; audio and video played in sync, audio sent potentially wirelessly
> to approx 6 pairs of headphones with headtracker, each user's headtracker
> sending data back to the individual binaural decoder, and then each user
> receiving their own modified stream from this.

Maybe I am being silly, but would a much
simpler solution not be to use speakers?
The video is canned and projected.  The
soundfield is fixed relative to the video.  Why
all these ear muffs?

Regards,
Martin
-- 
Martin J Leese
E-mail: martin.leese  stanfordalumni.org
Web: http://members.tripod.com/martin_leese/
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