
I don’t know if 2016 is going to be the year of virtual reality, but since I’ve taken my first step into the VR world, I thought we could use this blog to touch base with developments in the VR world. We’ll look at a brand new audio tech conference that should be particularly interesting to VR folks. We’ll also get an overview of a couple of top audio technologies for virtual reality video games. One of these new technologies pertains directly to Google Cardboard, so that’s where we’ll begin:
It wouldn’t be make believe…
First, let’s get a little historical overview. A good place to start may be with a popular old song that seems particularly appropriate right now:
“It’s only a paper moon… sailing over a cardboard sea… but it wouldn’t be make believe if you believed in me.”
This music rings true at the moment, because Google has taught us all to believe in cardboard.
In an interview with journalist Drew Olanoff of TechCrunch, Google Cardboard’s project manager Nathan Martz stated that the spatial audio technology would “allow creators to control the direction of sounds in an immersive experience.” Martz explained, “Sounds that come from the right will reach a user’s left ear with a slight delay, and with fewer high frequency elements (which are normally dampened by the skull).”
It’s good news that the most famous and accessible VR platform is getting spatial audio – it shows how serious Google is about entertaining its Cardboard users.
Introducing AMBEO
At the recent Consumer Electronics Show in Las Vegas, the German audio company Sennheiser (my favorite headphones manufacturer) unveiled a suite of immersive audio technologies, dubbed AMBEO. The proposed AMBEO product line is designed to provide solutions for three dimensional audio in multiple listening situations. While AMBEO has applications in the world of complex surround speaker systems, the emphasis of this new technology line is clearly on headphones. In fact, AMBEO represents Sennheiser’s ambitious entry into the world of spatial audio for VR.
The AMBEO VR audio technology for headphones was presented in a three-pronged approach. The first was the Venue Modeling software that could faithfully replicate room acoustics, allowing DJs to play their music sets from within several dance clubs around the world. The second was a virtual reality microphone designed to capture audio in four quadrants (launching Q3 2016). Finally, the third was a proprietary Sennheiser algorithm designed to enable video game developers to create three dimensional soundscapes for VR. At the Sennheiser booth at CES, this algorithm was put to the test in the virtual-reality game EDEN, developed by SoulPix. The video game is still in development, but an early proof-of-concept demo is now available for download for the Oculus Rift. Here’s the trailer for EDEN:
2016 AES International Conference on Headphone Technology
Finally, a brand new conference organized by the Audio Engineering Society should provide lots of useful takeaway for game audio pros working in VR. The International Conference on Headphone Technology will focus on “technologies for headphones with a special emphasis on the emerging fields of Mobile Spatial Audio, Personal Assistive Listening, and Augmented Reality.” Of particular interest are the proposed mobile spatial audio discussions, which should directly pertain to VR projects for mobile platforms such as Samsung Gear VR and Google Cardboard.
Well, that’s my blog this week! If you’ve encountered any interesting developments in VR audio tech, or if you’re taking your first trips into the world of VR, please let me know in the comments!
