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3D Audio in VR: Animation, Mo-Cap and 360 Video
Designing audio for VR is unique in that the user is in the middle of the environment, opposed to watching it on a screen. From an audio point of view, this means many more opportunities to provide sonic feedback, including static, moving, reactive, ambient and set-piece audio cues. How does this differ between animated characters / environments, motion capture and 360 live footage? There are many unanswered questions regarding audio implementation for VR. This lecture will go into detail of the process from recording to playback / debugging in the head mounted display. It will touch on aesthetic approaches and implementation tricks learned by the author across multiple VR projects.
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