For VR, since you have to put the helmet in your head, it is usually assumed users don't mind putting headphones as well, so most solutions are via headphone-based spatialization.
Actually, the farther way the speakers are from the angles specified in the 7.1 format (see https://www.dolby.com/about/support/guide/speaker-setup-guid...) worse will be the localization accuracy. And if the the person…
Unreal Engine, the only engine I'm more familiar with, implements VBAP which is just amplitude panning when played through loudspeakers for panning of 3D moving sources. It also allows Ambisonics recordings for ambient…
I believe Atmos as used in cinema rooms, is as far as I know amplitude based (VBAP probably), and it is impressive and immersive. Immersion depends more on the number and placement of loudspeakers. Some systems do use…
Tihs is true, but a high density of loudspeakers allows the use of Wave Field Synthesis which recreates a full physical sound field, where all 3 cues can be used.
I'm sorry, but this is not accurate at all. Using "only" two signals, humans are quite good at localizing sound sources in some directions: Concerning absolute localization, in frontal position, peak accuracy is…
For VR, since you have to put the helmet in your head, it is usually assumed users don't mind putting headphones as well, so most solutions are via headphone-based spatialization.
Actually, the farther way the speakers are from the angles specified in the 7.1 format (see https://www.dolby.com/about/support/guide/speaker-setup-guid...) worse will be the localization accuracy. And if the the person…
Unreal Engine, the only engine I'm more familiar with, implements VBAP which is just amplitude panning when played through loudspeakers for panning of 3D moving sources. It also allows Ambisonics recordings for ambient…
I believe Atmos as used in cinema rooms, is as far as I know amplitude based (VBAP probably), and it is impressive and immersive. Immersion depends more on the number and placement of loudspeakers. Some systems do use…
Tihs is true, but a high density of loudspeakers allows the use of Wave Field Synthesis which recreates a full physical sound field, where all 3 cues can be used.
I'm sorry, but this is not accurate at all. Using "only" two signals, humans are quite good at localizing sound sources in some directions: Concerning absolute localization, in frontal position, peak accuracy is…