Virtual Reality Audio book cover

VIRTUAL REALITY AUDIO

A GUIDE TO IMMERSIVE SOUND IN VIRTUAL EXPERIENCES

by Anıl Çamcı and Jason Corey

Welcome to the companion website for Virtual Reality Audio. Here, you will find downloadable examples and projects that accompany selected chapters of the book. We will update these examples as their software platforms are updated with new features or bug fixes. We will also add new examples that demonstrate other concepts and techniques from the book, as well as new developments in the field of VR audio. If you encounter any issues with downloading these materials, please let us know at info@vraudio.org.

Jump to downloadable materials by chapter:


Chapter 3

Inviso Binaural Test

This Inviso project includes a virtual auditory scene with two sounds: one that circles around the user and another one that moves up and down. The head model in the middle represents the vantage point from which we hear this scene. The HRTFs used to spatialize the sound are generic so you are likely to experience errors in sound source localization such as front-back or up-down confusions.

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Chapter 5

Case Study: Percussion Ensemble VR Concert

In this case study, we offer the production materials for a VR concert featuring the University of Michigan's Percussion Ensemble. The materials include a 3D 360° video file, first-order and second-order Ambisonic recordings, spot and binaural microphone recordings, as well as the Reaper project file. To run the Reaper project fully, you will need the DearVR Ambi Micro and Audio Spatial Mic Converter plugins, as well as the IEM Plug-in Suite installed on your computer. Below, you will find two links to project files: one that includes the VR video file in the Reaper project and one that includes the audio files only.

↓ Download Project with Video (22.81 GB) ↓ Download Project with only Audio (8.65 GB)
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Chapter 6

Inviso Introduction

This Inviso project showcases various features of the platform, such as omnidirectional, unidirectional, and nondirectional sound sources, as well as motion trajectories. The listener node is also set up on a motion trajectory, but you may delete this automation and move the listener with your mouse or the W, A, S, and D keys on your keyboards to move it up, left, down, and right respectively. Experiment with different parameter configurations to see how to sound environment changes. You may also load your files or create new sound spheres, cones, or zones.

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Inviso Omnidirectional Example

In this Inviso project, you will find two omnidirectional sound sources represented as spheres in the scene. One of the objects, as well as the listener node, move on predetermines movement trajectories. Pay attention to the relationship between the objects and the listener in terms of distance, orientation, and movement, paying attention to how the sound react to changes in these.

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Inviso Cones Example

This Inviso project consists of a single sound object with three cones attached to it. After selecting the object, click on the "Zoom In" button on the object's parameter window. In this view, you can click anywhere outside the object to rotate your view around it. You can also click and drag the cones to change their orientation. The interface window on the right allows the the base width (spread) and length (volume) of a cone to be modified.

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Inviso Unidirectional Example

This Inviso project has a layout similar to that of the Omnidirectional example, but with the omni sources replaced with cones. Pay attention to how the limited directivity of the sound sources affect their propagation in the scene. Modify the placement of the cones either with mouse interactions in the "Zoom In" view or by changing the longitude and latitude parameters of the cone in the parameter window.

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Inviso Nondirectional Example

This Inviso project introduces sound zones that are heard without localization cues ones the listner node enters them. These are meant to establish ambient sound sources that are heard monophonically. Multiple zones can be overlapped to create complex ambiences. In this example, a listener node on a trajector crosse over two zones. Play with the placement, scale, and rotation of these zones to modify the sound environment.

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Inviso Motion Parallax Example

In the example, we demonstrate the motion parallax effect with two sound sources that move around the listener at the same speed but at different distnaces. You will hear two speech samples used as moving sound sources. Compare the perceived speed of movement of these two sound sources. Does one of them feel faster than the other? You may also change their movement speed and see how that affects the perceived sense of auditory movement.

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Case Study 1: The Fountain (Unity)

In this case study, we present a VR game built in Unity 6.3. Named "The Fountain," this game features fully procedural audio with libPd and spatialization with Steam Audio. The project materials include the Unity project, and all the associated audio and visual assets. The Fountain was built for the Meta Quest platform, which requires a VR-ready computers running Windows for development purposes. While the project supports room-scale 6-degrees-of-freedom (DoF) movement, it presents a vast landscape that is better explored with virtual navigation. As a result, this experience is built around controller-based interaction. Based on the scale of the objects you are interacting with, you can perform pinch and grab gestures using the controllers.

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Case Study 2: Proximal (Unreal)

In this case study, we present a VR game built in Unreal. Named "Proximal," this game features fully procedural audio with MetaSounds and spatialization using built-in features of the Unreal Engine. The project materials include the Unreal project, and all the associated audio and visual assets. The project is built with Unreal 5.7 and tested on Meta Quest 3. As of this writing, the Meta Quest platform supports development on VR-ready computers running Windows, which is where this project was built. You may still open the project on other operation systems, but you may be unable to test it in VR. The virtual environment can be explored both with virtual and room-scale navigation. However, the grab interactions to interact with the game are implemented for VR controllers.

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