VR Audio Kit Features
HRTF Based Binaural Rendering
The VRAudioKit engine uses Head Related Transfer Functions (HRTF) to acurately transform sound sources and make them sound as tough they originate from a specific desired direction.
The listener can therefore acurately localize sound sources both in azimut and elevation.
An HRTF provides strong directional cues, but without room effects, the sound is often dry and lifeless. Some environmental cues (e.g. early reflections and late reverberation) are also important in providing strong cues about the distance to a sound source.
The VRAudioKit engine supports early reflections and late reverberation by providing a simple room model consisting of a virtual room with four parallel walls, a floor and a ceiling at varying distances with adjustable reflection coefficients.
The VRAudioKit engine processes sounds in the spherical harmonics domain called High Order Ambisonic (HOA) which makes the engine fully scalable in terms of sound source number and platforms.
3D Audio Formats compatibility
The VRAudioKit engine supports monophonic point sources as well as surround multichannel or ambisonic (HOA) audio “beds”.
It supports all ambisonic audio formats (FUMA, ACN-SN3D, SCN-N3D, SID-SN3D, SID-N3D, …) which makes it fully compatible with new 3D audio formats such as Dolby Atmos, MPEG-H 3D Audio or Youtube 360.