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This paper describes a system that implements audio over a multichannel loudspeaker system for virtual reality (VR) applications. Real-time tracking data such as distances between the user and loudspeakers and head rotation angle are used to modify the output of a multichannel loudspeaker configuration in terms of panning, delay and compensated energy to achieve stationary music and a dynamic sweet spot. This system was adapted for a simple first person shooter VR game, and pilot tests were conducted to test its impact on the user experience.
Author (s): Kim, Sungsoo;
Sridhar, Sripathi;
Affiliation:
New York University, New York, NY, USA
(See document for exact affiliation information.)
Publication Date:
2019-03-06
DOI:
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Kim, Sungsoo; Sridhar, Sripathi; 2019; Multichannel Audio Implementation for Virtual Reality [PDF]; New York University, New York, NY, USA; Paper 102; Available from: https://aes.org/publications/elibrary-page/?id=20436
Kim, Sungsoo; Sridhar, Sripathi; Multichannel Audio Implementation for Virtual Reality [PDF]; New York University, New York, NY, USA; Paper 102; 2019 Available: https://aes.org/publications/elibrary-page/?id=20436
@inproceedings{Kim2019multichannel,
title={{Multichannel Audio Implementation for Virtual Reality}},
author={Kim, Sungsoo and Sridhar, Sripathi},
year={2019},
month={mar},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 102; AES Conference: 2019 AES International Conference on Immersive and Interactive Audio; March 2019},
number={102},
organization={AES},
}
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