![]() ![]() Binaural sound localization – image from Humans locate sound sources in three-dimensional space based on two factors. There are many additional considerations for VR audio, such as sound reflections and echoes, acoustic shadows of other objects in the virtual environment, the Doppler Effect for moving audio sources, and probably dozens more, but simultaneously solving the two conditions above is already a huge step in the right direction.Īt CES 2015 I visited two different exhibitors attempting to demonstrate just that, each taking a slightly different approach on the road to immersive 3D audio. For this there needs to be a way to track the position of the user’s head, such as the built-in motion sensor of the Oculus Rift VR headset, and also HRTF integration for how sound changes as it wraps around the head. To maintain audio immersion, turning your head to the right should make a sound source previously in front of you sound like it is now on your left – anything else breaks the VR illusion very quickly. The second is a sound processing algorithm that can adjust the audio in response to the positioning of user’s head. Anyone who has heard a good binaural recording, such as the well-known Virtual Barber Shop, knows that this is very much possible. The first is delivering realistic audio positioning through a stereo headphone of the type VR headset users are likely to be wearing. 3D (headphone) audio basicsĪny kind of competent solution for immersive 3D audio with headphones has to include at least two components. What follows is something of a departure from our regularly-scheduled programming – a short introduction to headphone-based 3D audio and to two companies working to make it happen with existing VR technology. It seems this is a common opinion – the Oculus team, for instance, is working hard on a better audio solution, having recently licensed a technology called RealSpace 3D for integration with the latest Rift prototypes. What pulled me out of the experience with the more immersive demos was the static 2-channel audio (and, less so, feeling the cables – including the headphone cable – in the way when moving around). ![]() Though these kinds of personal VR systems have a long way to go in terms of both applications and functionality before becoming household tech, I was impressed by how well the video component works at this point. To make a longish story short, I’ve recently had a chance to demo a the Oculus Rift and Samsung Gear VR head-mounted virtual reality (VR) displays with advanced video and game demos that hint at the huge entertainment potential of these devices. Introduction to Bluetooth Audio Technology.DIY Self-impressions for Custom In-Ear Monitors.Traveling Audiophile Holiday Gift Guide.Musician’s In-Ear Monitor Buyer’s Guide.2016 IEM Buyer’s Guide by Sound Signature.2020-2021 Portable Audio Equipment Buyer’s Guide.Ranking the Stars – flinkenick’s 2017 Flagship IEM Shootout.Portable Headphone Ranking List by ljokerl. ![]()
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