主要讲述了音频对加强视觉沉浸感的重要性,建议引入Oculus音频SDK的使用,它支持大量的声源定位、unity3D引擎、音频中间件插件等,主要结合耳机对听者的头部进行跟踪,以构建精准的三维声音空间环境。
该文档介绍了如何安装、配置和使用Oculus 音频 SDK。
This document describes how to install, configure, and use the Oculus Audio SDK.
音频SDK包含文档、样例、插件、源码、库和工具,来帮助开发者在他们的VR应用中实现身临其境的音频。
The Audio SDK consists of documentation, samples, plugins, source code, libraries, and tools to help developers implement immersive audio in their VR apps.
到目前为止,大多数对虚拟现实的讨论都集中在视觉方面,如像素密度、延迟、帧速率和视觉假象。然而,音频特性通过提供引人入胜的听觉线索,指示观察者周围物体的位置,包括那些在视野之外的事物,从而加强了视觉的沉浸感。
Thus far, much of the discussion about virtual reality has centered on visual aspects such as pixel density, latency, frame rate, and visual artifacts. However, audio characteristics reinforce visual immersion by providing compelling auditory cues which indicate the positions of objects around the viewer, including those that are outside their field of view.
我们强烈建议开始引入虚拟现实音频,作为关键概念和术语的技术讨论。
We strongly recommend beginning with Introduction to Virtual Reality Audio for a technical discussion of the key concepts and terminology.
SDK内容和特点(SDK Contents and Features)
Oculus音频SDK提供工具,通过以下内容,帮助VR开发者集成高质量的音频到他们的应用和体验中:
The Oculus Audio SDK provides tools to help VR developers incorporate high-quality audio into their apps and experiences by providing:
- OculusHQ声音渲染路径,支持大量声源,提供强大的方向提示、早反射和迟混响。
- 游戏引擎的插件,如Unity3D。
- 流行的音频中间件插件,如FMOD和Wwise。
- 使用Avid专业工具的AAX插件。
- Windows和OS X的VST插件。
- 教程和白皮书。
- OculusHQ sound rendering path, supporting a large number of sound sources, providing strong directional cues, early reflections and late reverberations
- Plugins for popular audio middleware such as FMOD and Wwise
- VST plugin for Windows and OS X
- Tutorials and white papers
根据要求,也有提供了空间化和(可选)混响的低级C/C++ SDK。如果有兴趣,请向Oculus音频开发论坛提交要求。
A low-level C/C++ SDK that provides spatialization and (optional) reverberation is also available by request. Please submit requests to the Oculus Audio Development Forum if you are interested.
要求(Requirements)
头部跟踪(Head Tracking)
通过跟踪听者的头部位置和方向,我们可以获得精准的三维声音空间化。当听者移动或旋转他们的头时,他们会感觉到声音依然停留在虚拟世界的一个特定位置。
By tracking the listener’s head position and orientation, we can achieve accurate 3D sound spatialization. As the listener moves or rotates their head, they perceive the sound as remaining at a fixed location in the virtual world.
开发者可能将Oculus PC SDK的ovrPosef结构体传给Oculus 音频SDK以支持头部跟踪。或者他们可以传递听者空间的声音位置和无位置的信息已达到相同的效果。
Developers may pass Oculus PC SDK ovrPosef structures to the Oculus Audio SDK for head tracking support. Alternatively, they can pass listener-space sound positions and no pose information for the same effect.
耳机(Headphones)
Oculus 音频 SDK 假定终端用户是戴着耳机的。相比自由场的扬声器系统,耳机可以提供更好的隔离、隐私、便携性,以及空间化。当结合头部跟踪和空间化技术时,耳机提供了身临其境的沉浸感。对于虚拟现实耳机的更多优缺点,请参考虚拟像是音频介绍中的听力设备。
The Oculus Audio SDK assumes that the end user is wearing headphones, which provide better isolation, privacy, portability, and spatialization than free-field speaker systems. When combined with head tracking and spatialization technology, headphones deliver an immersive sense of presence. For more on the advantages and disadvantages of headphones for virtual reality, please refer to Listening Devices in Introduction to Audio for Virtual Reality.