Sound

which is our strongest sense. But the sound is one of the main ways we obtain information as well, so naturally presenting sound is very important for VR’s immersive experience. Different sound for 2D vision, the most important point of the sound in VR is spatial sense. This also makes the use of sound in VR even more flexible than vision. (Steven, 2019) Because you can only physically see what’s directly in front of you, but spatial audio can lead the user to what happens visually above, below, behind, and to the side.

Sound enters people’s ears from different directions give us different perceptions. This is the basic guidance of directional spatialization with head-related transfer functions (HRTFs), using equipment to simulate this geometry differently our body and ears are transformed. (Dmitry,2004) There are two key components to spatialization in VR Audio: direction and distance. Same as the vision, we need to use head tracking to perceive the direction of the sound. When your head is rotated 45 degrees, the sound rendering must also change accordingly in real-time. If the sound is out of sync with the visual effect it can be incongruous for the brain, thereby creating a false feeling. By changing the sound volume and direction parameters of the left and right channels, the sound can be presented more spatial.


https://www.frozenmountain.com/developers/blog/archive/spatial-audio-in-vr-why-and-how


Another important concept of Spatial audio is the distance of the sound, which directly affects our judgment of the distance and location of the sound source. Unlike stereo, which is locked on the user’s head, Spatial audio builds a sound atmosphere in space and tracks the user’s position in the space. In this way, when the user moves in the room, the sound is locked relative to space’s coordinates, which will not give users a sense of false. Besides, in multi-user VR scenarios, such as gaming, teleconferencing, etc., spatial audio is even more important. Only accurate function simulations of sound’s angle and distance can bring users an audio positional relationship with other users that matches the visual presentation.

https://www.frozenmountain.com/developers/blog/archive/spatial-audio-in-vr-why-and-how

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