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by PointerReaper 3927 days ago
Do you think teams will be able to leverage the same spatial visual information to provide or pair with technologies for spatial audio?

A lot of the game libraries assume and need 3d rendering in order to provide proper sound blocking (from objects) and in scene spatial depth. Having that concept considered in these experiments would perhaps provide for novel and consistent ways for people who are blind or low vision to gain awareness of the scenes (if audio can be attached by design or even by user preference) and augment or improve usability (end-user enjoyment?) if provided.

1 comments

I've very very recently implemented some positional audio. Combined with animated elements, it's very convincing.

One thing I think might be problematic is the idea of constraining audio to enclosed spaces such as rooms.

For example, with web Audio, it's trivial to make the sound fade off equally in all directions in a circular area around the emitter. How you "contain" sound to a quadrilateral space is something I'm not able to visualize how I would implement.

If anyone has any prior art or recommended reading, I'd happily digest.

Oculus's docs on "Introduction to Virtual Reality Audio" may be of some use[1], specifically the section on environmental modeling[2].

The general idea is to model reverberations and reflections given the distance of a point sound source to the nearest flat surface, giving the impression of a "contained" sound.

[1]: https://developer.oculus.com/documentation/audiosdk/latest/c...

[2]: https://developer.oculus.com/documentation/audiosdk/latest/c...