I'm trying to understand the Gear VR audio so that I can create audio for my 360 films.
I can see in the folders for the other experiences (strangers, introduction etc...) there are 8 audio files:
0L, 0R, 90L, 90R, 180L, 180R, 270L, 270R
So, I have created 8 audio files with these names and the same type (48k, 16 bit mono wav) and these files are loops of me counting (1-8). What I want to test is how the panning between the channels works with head tracking, and to see if I can add audio in this way.
I created a folder called 'oculus_audio_test' in 360 movies on the SD card, and added my files to it. I then copied in the video file from strangers, and renamed it to 'oculus_audio_test.mp4'.
But, when I try this out, there is no audio.
Can anyone tell me why this doesnt work, and what I need to do to make this work?
I have a lot of VR projects in the pipeline and need to advise our sound designers on how best to implement for Gear VR.
Hi! I did the same test but I was able to make the audio files play. The simple answer: it fades from one file to another. So if you're facing North, you'd hear 0L on your left and 0R on your right. When you turn to your right, 0L fades out, 0R moves to the left and 90L comes front the right until you're facing East , at which point you're hearing 90L on your right and 90R on your right. Makes sense?
Seems like the 3DIO uses something similar (4 binaural recordings) so there MUST be a known implementation of that?! I know they provide a script to use their files with Unity 3D... http://3diosound.com/index.php?main_pag ... ucts_id=46
I have the same problem, tried lots of ways to do it but no success. AAC 5.1 do not work as a headtracking audio. Separate wav audio files into a folder with 0,90,180,270 naming do not work either.
I've been watching LebroyJames or U2 videos at VRSE and headtracking audio works fine. Downloaded the files from the phone, 4 stereo pairs with 0, 90, 180 and 270 naming convention.
What are we missing? It can't be so difficult to implement this audio specs. The same way that Oculus app recognize LR or TB naming in video tracks should work with spatial audio.