Facebook could do it back then, but I'm not sure it still supports it.

I don't think you can do this on YouTube.

On Sat, 8 Jul 2023 at 13:37, Tom Slater <t...@callandresponse.org.uk> wrote:

> 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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