Friday, September 30, 3:15 pm — 4:45 pm (Rm 406AB)
Abstract:
Delivering a convincing audio experience in VR is not just challenging but seemingly unobtainable at times. There is a complicated chain of variables that must work together in order to create realistic sonic environments (plugins, HRTFs, middleware, headphones, etc.). The goal of the session is to help game makers better understand the spatializer rendering process and be able to more easily work in this format. But more importantly, it will focus on problems with implementation and discuss the key ingredients to getting the most out of your game.
This session is presented in association with the AES Technical Committee on Audio for Games |