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Can the oculus audio SDK generate binaural output from custom data?

Ylloukas
Honored Guest
I am a game development student In my fourth year at university. I have recently taken on a project to create and acoustic propagation system with binaural output in the unreal engine to determine how far we are from being able to implement detailed acoustic simulations efficiently in real-time applications with modern consumer hardware. I understood very little about the theory of virtual sound propagation when I took on this project but now that I have had time to read into it, I realise I vastly underestimated the complexity of the subject. With this in mind, bear with me if some of my understanding of this topic is a little inaccurate.

Currently, I am intending to use a geometric ray casting approach for modelling the sound propagation but am unsure how to go about creating audio output based on the results of the ray-casting. I am currently examining the Oculus audio SDK to see if it can accomplish this. My current understanding of the SDK is that it uses a simplified 'shoe box' model for generating it's binaural output.

My question is whether it is possible to produce binaural audio output with the Audio SDK using data I have generated from my own ray-casting code.

I would be very grateful for any help with this problem or general guidance in the area of acoustic propagation.
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