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Why are there no video players for Rift with surround sound?

nathanchase
Explorer

Inside Oculus Video, or Virtual Desktop, or Whirligig, or SteamVR Desktop Theater, there are options to watch movies in a virtual "movie theater" or "home theater" or drive-in theater, or some other fantastical location.

Now, presumably in most real-life theaters, there are speakers:

  • Center speaker(s) behind the screen
  • front left and front right speakers
  • rear left and rear right speakers
  • and a subwoofer

Typical 5.1 surround.

So why can't the developers/programmers of these virtual theaters:

  1. Parse the audio stream (Dolby Digital, DTS, DTS-HD, etc.)
  2. Map each track of the stream to a discrete virtual speaker source in the virtual environment (home theater, movie theater, etc.)
  3. Utilize head transform data to spatialize audio accordingly.

7.1, or Dolby Atmos, or whatever other speaker arrays could translate just as well, too - as long as the encoding was parseable.

If VLC can do it, I can't see why a VR player couldn't. Audacity uses ffmpeg to split apart a movie's surround sound encoding, and that's a free project. There are free decoders for the major formats:

DTS: http://www.videolan.org/developers/libdca.html

AC3 is just the license-free version of Dolby Digital.

Wouldn't ffmpeg/libavcodec and libdca be able to decode without licensing issues?

(Edit) More on those:

This seems like a no-brainer. Is it really that complex to implement, or am I missing something? Are there licensing issues holding this back? It's all seemingly right in the documentation direct from Oculus already.

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