AES Paris 2016
Workshop W2
Saturday, June 4, 10:30 — 12:00 (Room 352A)
W2 - Immersive Audio for Virtual Reality
Chair:Gavin Kearney, University of York - York, UK
Panelists:
Jamieson Brettle, Google - Mountain View, California
Pedro Corvo, Sony Computer Entertainment - London, UK
Marcin Gorzel, Google - Dublin, Ireland
Jelle van Mourik, Sony Computer Entertainment - London, UK; University of York - York, UK
Abstract:
In recent years, major advances in gaming technologies, such as cost-effective head-tracking and immersive visual headsets have paved the way for commercially viable virtual reality to be delivered to the individual. Now the consumer finally has the opportunity to experience new gaming, cinematic and social media experiences with truly immersive and interactive 3-D audio and video content.
For many sound designers, rendering a truly dynamic and spatially coherent mix for VR presents a new learning curve in soundtrack production. What spatial audio techniques should we be using to create engaging and interactive 3-D mixes? What audio workflows should we employ for similar immersive experiences on headphones, 5.1 loudspeakers and beyond? Are new VR production methods backwards compatible with existing game audio pipelines? Can binaural reproduction work for everyone?
In this workshop our panel of experts will present practical workflows for mixing and rendering 3-D sound for VR. The workshop will explore different production techniques for creating immersive mixes such as Ambisonics processing and Head-Related Transfer Function rendering. It will also explore the importance of environmental rendering for VR as well as outlining workflow challenges and pipelines for dynamic spatial audio over a variety of VR technologies and applications.