Hi everyone,

I have a question about 3DOF audio in a 360 video...

I'm familiar with the workflow of creating 1st order ambisonic mix, muxing
with 360 video and hosting on youtube.

I was wondering if anyone knew of a process that would allow me to control
attenuation of audio as the viewer scrolls around the 360 video?

For example, let's say I would like to place some audio at 0 degrees and 90
degrees. And by the time the user has rotated from 0 to 90 they no longer
hear what was placed at 0 and only hear the audio at 90.

I know I could do that in a game engine, but could that be exported as a
360 video format that maintains the 3DOF interaction and youtube could host?

All the best,

Tom



-- 
*Tom Slater, Creative Director Call & Response Studios Ltd*

Somerset House
The Strand
London WC2R 1LA
Tel: 0203 751 0583
       07545484055
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