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3D Audio for 360 video workflow

Anonymous
Not applicable
I'm looking for the easiest way to create and publish 360 videos with 3D spatialized audio on the Rift, with an emphasis on 3D music authoring.

After reading thru the forums, looks like that entails putting spherical video into a game engine such as Unity/Unreal, using the Oculus Audio SDK + FMOD/WWise for incorporating 3D audio and publishing it via the Oculus Share / Store. Would that be the recommended / preferred workflow?
86 REPLIES 86

audiospill
Honored Guest




Thanks for the info Peter! At least now I know I'm not going mad 😉 Any estimate to when the next release is coming?



I know that feeling, trying to verify all the axis are configured correctly I have been waving my head around questioning my sanity. :smile: 

I can't give a solid estimate unfortunately as they're chasing down some other bugs, the next version will go out when they're resolved. I'll try to remember to bump this thread when it's available.


Hi Peter,

I noticed that the Gear VR Oculus app got updated a couple of days ago, so I went and tested the video again that previously only got downmixed to mono when played through the Oculus video player - now with the updated version the ambisonics audio is playing out great! Can you confirm that this is indeed fixed now?

Thanks

Petroza
Heroic Explorer
Yep, you're right the new version is out with the fix. I'm glad to hear you like the ambisonic spatialization, let me know if you have any feedback. we're open to suggestions.

RonaldvanderSpe
Honored Guest
Hi Peter, 

I'm still have a difficult time to get it to work. I have a 360 test video 29,97fps H264 , with embedded 1st Order Ambisonic FuMa.wav 24b, 48khz,2  created in Protools. 

What i have to do now to get it to play somewhere in the Gear VR?

I already found out 🙂 missed the _360 ed the end of the file. and the N3D normalisation.

ekneos
Honored Guest
Peter Stirlings decription looks like Oculus Player is expecting FuMa channel order and normalization. Can you confirm this?

Youtube is using ACN/SN3D, now Ronald above brings in N3D normalization.

This confusion broke the Ambisonics neck not only once in the past. So why don't you clearly state the input format somewhere (or am I overlooking something)? This would be a great help.

Sassota
Explorer
@ekneos, Oculus Player is FuMa channel order and normalization, I´m not Peter but I can confirm this. I think very soon they will adopt ambiX  channel order and normalization.

@Ronald, Your video needs to be a h264 with MKV container, and audio needs to be OGG VORBIS to make this thing work on Oculus Player, Are these the settings of your file?

Petroza
Heroic Explorer
Sassota is correct. It is FuMa (B-Format) currently. We will be switching to AmbiX when the next release comes out which I expect will be next week.

Anonymous
Not applicable
Thanks for this info and thanks also for the switch.  I made my first go at ambisonic video (big thanks to @henkSPOOK video) with the youtube spec and it plays as expected in Jump Inspector (along with the cardboard lag).  I found this thread while looking for an alternative player for Gear Vr, so very much looking forward to the next release.  I would also love any recommendations for a rift or vive player supporting ambisonic 360 video

Thamos
Honored Guest
Hi !
Please can someone confirm that an ambisonic mix in .wav ANC/SN3D (like for youtube), can work on a Samsung Gear (on a SD card and on milk VR) ?
And for Oculus Rift ?

Thanks !

viktorphoenix
Honored Guest
Any chance that the Oculus Video app for the Rift on PC will be updated to support spatial audio?

Sassota
Explorer
@Thamos, Milk VR doesn´t accept that kind of WAV, to get spatial audio you need quad binaural or 5.1. On Gear VR, ambisonics is only supported in Oculus Video app, but for now it uses FuMa ordering and normalization, ACN/SN3D accordingly to Peter it will be available in the next update. The only solution to get spatial audio on Rift is creating an app.