Ambisonic audio, openvr

Hi is it possible to use ambisonic audio through an openvr HMD without using an additional software such as Unity? Thanks

Check the Audio Render CHOP which uses the Steam Audio SDK for this.

Is it possible to go from 9-channel ambisonics to stereo with the Audio Render CHOP? Maybe it works with only 16 in?

Hi Ben, thanks for the reply. I’m using audiorender which is sending out the 16ch ambisonic but I don’t know how to get those channels into the headset positioned properly. Below is a message I sent to a FB TD help group :

I’m using 360 video and ambisonic sound with an open vr headset. The problem I have is that I can’t get the sound recordings to play properly in the headset. I’ve limited experience with Touch, I’ve done a few beginner courses and currently only intend using TD for this one interactive immersive sound and video project. My problems may stem from clumsily hacking into SimpleVive.toe which has worked for the video so far, I would be happy to build from scratch if I knew what to do.

I have the 4 track ambisonic A recording going into audiorender which is outputting 16 channels and going to an audiodev out. The listener object comp in audiorender is set to vive_simple/left_eye, which is following head movements and source object comp is vive_simple/geo2. geo2 is the geometry comp sphere onto which the 360 video is mapped. I have the audiorender placed inside geo2 but I have tried every parent/child combination I can think of.

The sound is coming out in mono which moves position horizontally when the headset tilts forward and back but doesn’t move when the headset swivels horizontally. The audiodevout output settings don’t create a stereo sound in the headphones on any combination of settings.

I tried placing objects around the geo2 sphere and attatching sound channels to them but this doesn’t work either although I don’t think, according to audiorender documentation, that it should be necessary to do anything like this unless I’m building a custom speaker set up.

Check out the Audio Binaural CHOP in the latest official 2022 build. It will convert from a variety of formats (including ambisonics orders 1, 2, or 3) to binaural, which is usable with the HMD.

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I’m trying to convert 2nd or 3rd order ambisonics to binaural, but the translation of the null comp that’s the listener has no effect on the audio. Is this an expected limitation?

I’m trying to convert 2nd or 3rd order ambisonics to binaural, but the translation of the null comp that’s the listener has no effect on the audio. Is this an expected limitation?

Yeah, it’s only the listener rotation.

Hi eric. So if I bring in an ambisonic 4 channel recording I can listen back throuh the hmd to a version of it where the sounds stay in the correct space when the head moves? That would be perfect, I currently have each channel attatched to a sphere positioned where the 4 mics were but it’s not ideal, the sounds stay in positon but they don’t spread out in 3d space evenly.

So if I bring in an ambisonic 4 channel recording I can listen back throuh the hmd to a version of it where the sounds stay in the correct space when the head moves?

Yep - by the sounds of it the Audio Binaural CHOP is well suited for your use case.

Just connect your ambisonics recording to the CHOP and select ambisonics as the input format and order 1, then reference a listener COMP for head orientation.