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Audio VR Research | Exploring the world of VR Audio in video games.Exploring the world of VR Audio in video games.
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Exploring the world of VR Audio in video games.
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Audio VR Research | Exploring the world of VR Audio in video games. | audiovr.wordpress.com Reviews
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Exploring the world of VR Audio in video games.
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13 | July | 2015 | Audio VR Research
https://audiovr.wordpress.com/2015/07/13
Exploring the world of VR Audio in video games. Daily Archives: July 13, 2015. July 13, 2015. I have spent the past few days researching similar products currently available and came across a fantastic article by Anastasia Devana. Full post on current market to follow soon). I began to read through some unique selling points ( USP. T = delay time in seconds r = distance in meters c = speed of sound (343.2 m/s at 20ºC). I quickly made a function to handle this equation that takes in the current distance b...
Distance Delay | Audio VR Research
https://audiovr.wordpress.com/2015/07/13/distance-delay
Exploring the world of VR Audio in video games. July 13, 2015. I have spent the past few days researching similar products currently available and came across a fantastic article by Anastasia Devana. Full post on current market to follow soon). I began to read through some unique selling points ( USP. T = delay time in seconds r = distance in meters c = speed of sound (343.2 m/s at 20ºC). I quickly made a function to handle this equation that takes in the current distance between the player and the sound...
09 | August | 2015 | Audio VR Research
https://audiovr.wordpress.com/2015/08/09
Exploring the world of VR Audio in video games. Daily Archives: August 9, 2015. August 9, 2015. This project originally started as an exploration into binaural audio within virtual reality gaming. Since beginning my research the virtual reality gaming market has grown from strength to strength, most notably with key AAA games companies such as Sony and Microsoft becoming part of it with their own headsets. Plugin and the frequency parameter from the Unity standard. New testing environment (different view).
16 | July | 2015 | Audio VR Research
https://audiovr.wordpress.com/2015/07/16
Exploring the world of VR Audio in video games. Daily Archives: July 16, 2015. July 16, 2015. One suggested way of representing height changes is to raise the pitch when the object is above the player and lower the pitch when it is below. Initially I had planned to expose the pitch parameter on the master section of the AudioMixer. I quickly discovered this also affect the speed at which the sound was played back. So I have added another plugin that comes standard with any Unity project. Aurelius Prochaz...
mikejtree | Audio VR Research
https://audiovr.wordpress.com/author/mikejtree
Exploring the world of VR Audio in video games. August 9, 2015. This project originally started as an exploration into binaural audio within virtual reality gaming. Since beginning my research the virtual reality gaming market has grown from strength to strength, most notably with key AAA games companies such as Sony and Microsoft becoming part of it with their own headsets. Plugin and the frequency parameter from the Unity standard. Original test environment (the floating cube is the sound source).
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April | 2015 | Audio VR Research
https://binauralresearch.wordpress.com/2015/04
Monthly Archives: April 2015. Looking for the research site? This site has been moved to:. This entry was posted in Uncategorized. April 19, 2015. Looking for the research site? Create a free website or blog at WordPress.com. Blog at WordPress.com.
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mikejtree | Audio VR Research
https://binauralresearch.wordpress.com/author/mikejtree
Looking for the research site? This site has been moved to:. This entry was posted in Uncategorized. April 19, 2015. Looking for the research site? Create a free website or blog at WordPress.com. Create a free website or blog at WordPress.com.
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Audio VR Research | Exploring the world of VR Audio in video games.
Exploring the world of VR Audio in video games. August 9, 2015. This project originally started as an exploration into binaural audio within virtual reality gaming. Since beginning my research the virtual reality gaming market has grown from strength to strength, most notably with key AAA games companies such as Sony and Microsoft becoming part of it with their own headsets. Plugin and the frequency parameter from the Unity standard. Original test environment (the floating cube is the sound source).
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AudioVroom: Audio, Video, Anyo :-)
Audio, Video, Anyo :-). Where Can You Use 3D Printer Objects? October 9, 2014. A 3D printer uses 3D printing technology to make a 3-dimensional solid object from a mere digital file. The entire process of creating such an object is achieved through additive processes. By putting successive layers of material until an entire object is made. If you’re looking for a unit! Where to use 3D objects? Window Versus Portable Air Conditioners. June 6, 2014. Or a portable one. Rather than discussing about each and ...
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