[X3D-Public] potential free audio formats for X3D - ogg and flac
Michael Aratow
maratow at noegenesis.com
Sat May 11 14:23:00 PDT 2013
Gosh, a Zspace board, a Rift, what is a person to do??? I can hardly
wait for my Rift (no shipping date yet!!).
I'm glad you appreciate the sounds as much as I do, and realize what an
important part they play with immersion.
Any chance of writing a Rift driver for X3DOM or one of the players?
Mike
On 5/10/13 4:46 PM, Dave A wrote:
> Thanks Mike.
>
> Having played with the Oculus Rift for a bit now, I find myself very
> taken with the audio. That is, lack of it.
> The demos have neglected sound almost completely. I found a few Unreal
> samples (more fleshed out for games and other demos) which are very
> compelling. I found that it really 'turns on the light in the Uncanny
> Valley' - things you don't notice or are willing to forgive just
> looking at a screen, or even 3D TV, become glaringly out of place in
> the 'real' virtual world, when you are fully immersed. You put on The
> Rift thinking you'll be taken by the scenery, and you are (don't get
> me wrong) but to the point where you want to close your eyes and take
> in the ambiance of Tuscany or Fiji. And then there's no good sound. Umph!
>
> I'm working on beefing up the demos with more sound, and it's a whole
> new world. X3D/VRML is like the only interchange/runtime that includes
> sound (or did Collada add that?) No sounds in FBX.
>
> So getting sound right is going to be extra important with the advent
> of fast+good+cheap VR HMD's like The Rift.
>
> Dave A.
>
>
> On 5/10/2013 4:18 PM, Michael Aratow wrote:
>> I also agree wholeheartedly with revising the spec for true audio
>> spatialization.
>>
>> We should align with the most current and adopted open standard for
>> sound (OpenAL?, and if so, as Michaelis has suggested, convert from
>> ovals to spheres).
>>
>> Dave's suggestions are also great; hardware has been able to perform
>> true 3D spatialization of sound for a long time: anyone who remembers
>> Aureal, a descendent of Crystal River Engineering, knows that their
>> cards were easily capable of performing true sound spatialization,
>> but Creative bought Aureal as it was failing and I believe locked up
>> the technology, much like Computer Associates did with the Cosmo
>> Player technology.
>>
>> Sound always has taken a second seat to graphics, but is just as
>> compelling.
>>
>> Let's get the spec to be able to take on phase and even HRTFs (Head
>> Related Transfer Functions) which are used in true audio spatialization.
>>
>> Mike
>> On 5/10/13 2:24 PM, Dave A wrote:
>>> On 5/10/2013 12:49 PM, Michalis Kamburelis wrote:
>>>>
>>>>>> X3D working group: we should also consider improving the aural
>>>>>> spatialization model in next year's X3D v3.4.
>>>
>>> Good point!
>>>
>>> I think it's high time we look at incorporating phase, aka
>>> time-of-flight, into audio. Binaural or holographic sound is more a
>>> matter of the timing between when one of your ears hears a sound
>>> before the other, than of the loudness of that sound. With normal
>>> stereo 'spatialization' the sound can't sound further apart than the
>>> two speakers you have (and multi-speaker systems are, IMHO a hack).
>>> But phase-correct stereo, the sound may even have about the same
>>> loudness in each ear, yet sound like it's coming from 'way over
>>> there' or 'up there' or 'back there'.
>>>
>>> I'm pretty sure many hardwares support this, and even if not,
>>> today's processors can handle it. It's at least worth looking at.
>>> Even if the typical PC is not up to it today, it will be by the time
>>> a spec is agreed upon.
>>>
>>> A simple first step would just be to delay the waveform based on the
>>> distance the audio source is from the current camera, +/- inter-ear
>>> distance, plus some attenuation for the more-distant ear. Not too
>>> different from stereo vision in concept.
>>>
>>> Dave A.
>>>
>>> _______________________________________________
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>>> X3D-Public at web3d.org
>>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org
>>>
>>>
>>
>>
>>
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