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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

Petroza
Heroic Explorer
Yeah that is right, spatial audio in Oculus Video for the Rift on PC is planned but no ETA as of yet.

viktorphoenix
Honored Guest
@PeterStirling Thank you for the update! Definitely looking forward to spatial audio in Oculus Video on PC. I work with a number of clients who are looking at platforms with spatial audio support on PC without the need to build their own app.

Sassota
Explorer
Oculus Video is using ambix ordering and normalization now

Sassota
Explorer
I noticed a huge volume drop, Is it happening to everybody or it is just with me?

Thamos
Honored Guest
Hi !

I'm trying to make a 360 video with B-format sound for the oculus player in a Gear VR.
Do i have to name the video with something like _360_amb  or _360_ambix ?
Or is there some meta data to use ?

Thanks

ekneos
Honored Guest

I'd have the same question: what metadata json-file or whatsoever is needed to get the sound correct in GearVR?

I used the instructions earlier here and exportet:

1. Quadbinaural: 8 Channels PCM-WAV, Binaural-Front, -Right, -Back, -Left

2. 5.1: 6 Channels PCM-WAV: L R C S Ls Rs

3. 1st Order Ambsisonics: 4 Channels PCM-WAV: ACN, SN3D, without Condon-Shortley phase.

After ffmpeg merging, uploading and reviewing all three videos on GearVR, none of them plays the spatial sound in anything that would be near to acceptible. The directions are in all three formats messed up.

Any advice would be appreciated.


Petroza
Heroic Explorer
ekneos, these instructions are for side-loaded content. You should be able to sideload an MKV (H.264/Vorbis) with 4 channel 1st order ambisonics in the AmbiX (ACN/SN3D) format, to the phone. If it correctly detects that it's a 360 video then the ambisonic renderer should be automatically enabled.

michaelklier
Honored Guest
@PeterStirling thanks for the clarification. I'm still having trouble getting it to work using ffmpeg (no audio at all). Are there any official content guidelines that explain step by step what's necessary. Also, I'm not sure what "side-loaded" means (language barrier). My movie get's detected as 360 video correctly through the _360 in the filename.

What else could I be missing (the audio is there, checked it with other players).

Thanks in Advance!
Michael

Petroza
Heroic Explorer
Hi Michael,

Make sure your ambisonics are a 4 channel .wav file. Then encode it with ffmpeg like this:

mpeg.exe -i my_video_file_SILENT.mp4 -i my_ambisonic_audio.wav -c:v copy -c:a libvorbis -q:a 10 my_ambisonic_video.mkv



"side load" just means to copy it directly to the phone. I mention side load because you said upload and I wasn't sure if you were trying to upload it somewhere or "upload" it to the phone.

Thamos
Honored Guest
@PeterStirling Thanks for your answer. I use Myffmpeg (PC) because ffmpeg is a little hard for me. I make a file .wav with Reaper and use Myffmpeg to make a .mkv with the ogg codec but it doesn't work. Can you specify samplerate and bitrate please ....