In a new series of articles on the official Oculus Developer Blog, the company is offering an overview of additions to the Oculus Audio SDK, specifically new techniques for near-field 3D audio and volumetric sound source rendering. These articles serve as a primer for Oculus Connect 4, taking place October 11th and 12th, which will feature presentations about their “breakthroughs in spatial audio technologies.”

Near-field audio rendering aims to further enhance the realism of spatial audio in VR, particularly for sound sources within arm’s reach of the user. This is achieved with more precise HRTFs that take acoustic diffraction into account, as the head will bend higher frequency sound waves, causing an ‘acoustic shadow’ that is simulated with different filtering effects for each ear, in response to the direction of the sound source.

A second article on volumetric sound sources discusses the problem of using single point sources for large objects or characters in spatial audio rendering—a single point source tends to sound unnatural, like it is coming only from the centre of the object. Oculus Research’s solution was to develop a “process to compute the projection based on the distance and radius”, using spherical harmonics to create a “physically correct and high performance way to represent large sound sources.”

Both articles go into quite a bit of detail into how Oculus is thinking about and attempting to solve these problems. We expect to hear more on this topic from Oculus at the Connect conference in October.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.
  • GigaSora

    Good to see all the research is working out. This is going to be a crazy improvement.

  • Jean-Sebastien Perron

    Sound Raytracing (bouncing the sound around objects and surfaces) inside a virtual scene has been an abandoned technology of the early 90’s. Sound is about 40-50% of our perception and it is as important as graphics and yet it is ignored by developers. How many game have sounds only in one ear when you turn your head away. This never happens in real life yet all 3D engine like Unity and Unreal do that.

    • Lucidfeuer

      You’re talking about that Realtime proprietary technology that they vaporwared? Well it’s still what continued happening to 3D sound, let’s see if this one sets any real practical grounds

  • Foreign Devil

    Looking forward to both Oculus and Google news in early October.