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.
Authors:
Kim, Sungsoo; Sridhar, Sripathi
Affiliation:
New York University, New York, NY, USA
AES Conference:
2019 AES International Conference on Immersive and Interactive Audio (March 2019)
Paper Number:
102
Publication Date:
March 17, 2019
Click to purchase paper as a non-member or you can login as an AES member to see more options.
No AES members have commented on this paper yet.
To be notified of new comments on this paper you can
subscribe to this RSS feed.
Forum users should login to see additional options.
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.