C. Pike, R. Taylor, T. Parnell, and F. Melchior, “Object-Based 3D Audio Production for Virtual Reality Using the Audio Definition Model,” in Proc. AES Conference: 2016 AES International Conference on Audio for Virtual and Augmented Reality, Sep. 2016, Paper 2-1. [Online]. Available: https://aes.org/publications/elibrary-page/?id=18498
Pike C, Taylor R, Parnell T, Melchior F. Object-Based 3D Audio Production for Virtual Reality Using the Audio Definition Model. In: AES Conference: 2016 AES International Conference on Audio for Virtual and Augmented Reality. Audio Engineering Society; 2016. Paper 2-1. Available from: https://aes.org/publications/elibrary-page/?id=18498
@inproceedings{Pike2016_18498,
author = {Pike, Chris and Taylor, Richard and Parnell, Tom and Melchior, Frank},
title = {{Object-Based 3D Audio Production for Virtual Reality Using the Audio Definition Model}},
booktitle = {AES Conference: 2016 AES International Conference on Audio for Virtual and Augmented Reality},
note = {Paper 2-1},
year = {2016},
month = sep,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=18498}
}
TY - CPAPER
TI - Object-Based 3D Audio Production for Virtual Reality Using the Audio Definition Model
AU - Pike, Chris
AU - Taylor, Richard
AU - Parnell, Tom
AU - Melchior, Frank
T2 - AES Conference: 2016 AES International Conference on Audio for Virtual and Augmented Reality
M1 - Paper 2-1
PY - 2016
DA - 2016/09/06
UR - https://aes.org/publications/elibrary-page/?id=18498
PB - Audio Engineering Society
LA - en
AB - This paper presents a case study of the production of a virtual reality experience with object-based 3D audio rendering using professional tools and workflows. An object-based production was created using a common digital audio workstation with real-time dynamic binaural sound rendering and visual monitoring of the scene on a head-mounted display. The Audio Definition Model is a standardized meta-data model for representing audio content including object-based, channel-based, and scene-based 3D audio. Using the Audio Definition Model the object-based audio mix could be exported to a single WAV file. Plug-ins were built for a game engine in which the virtual reality application and the graphics were authored to allow import of the object-based audio mix and custom dynamic binaural rendering.
ER -