ycliper

Популярное

Музыка Кино и Анимация Автомобили Животные Спорт Путешествия Игры Юмор

Интересные видео

2025 Сериалы Трейлеры Новости Как сделать Видеоуроки Diy своими руками

Топ запросов

смотреть а4 schoolboy runaway турецкий сериал смотреть мультфильмы эдисон
Скачать

Approaching the 3D Audio Ideal | The Necessary Adoption of Object-Based Rendering

Автор: Audiokinetic

Загружено: 2021-11-05

Просмотров: 3852

Описание: This session was given by speakers Damian Kastbauer and Simon Ashby at GameSoundCon 2020.

For the longest time, the best vehicle to carry spatial information was to mix the audio content using more than one channel. To achieve better spatial precision, the industry has proposed new formats almost every decade that increased the channel count from stereo, to 5.1, to 7.1.4 more recently. While standard channel configurations continue to maintain their value in preservation of a certain level of fidelity, especially for linear content, the precision necessary for interactive audio is better served by higher order Ambisonics and the use of audio objects.

The latest improvements in 3D spatial audio is embodied by personalized HRTF when properly informed by Ambisonics and object-based audio delivered to headphones. This new method also provides better spatial precision over standard speaker configurations.

This talk outlines:
The ideal intersection of mixing considerations between channels and objects
The forthcoming authoring & profiling workflow in Wwise
New creative considerations and methodology involved with leveraging object-based audio

Connect with us!
Audiokinetic: https://hubs.ly/H0C1vhJ0​
Audiokinetic Blog: https://hubs.ly/H0C1C360​
Audiokinetic Creators Directory: https://hubs.ly/H0C1vnD0​
Audiokinetic Community Q&A: https://hubs.ly/H0C1C9p0​
Audiokinetic Powered By Wwise: https://hubs.ly/H0C1vpT0​
Audiokinetic Certification: https://hubs.ly/H0C1CdR0

Не удается загрузить Youtube-плеер. Проверьте блокировку Youtube в вашей сети.
Повторяем попытку...
Approaching the 3D Audio Ideal | The Necessary Adoption of Object-Based Rendering

Поделиться в:

Доступные форматы для скачивания:

Скачать видео

  • Информация по загрузке:

Скачать аудио

Похожие видео

Wwise 2021.1 Beta - Object-based Audio Features Hands On

Wwise 2021.1 Beta - Object-based Audio Features Hands On

AUDIO SHOWDOWN: Exploring the Differences Between Netflix Spatial Audio and Dolby Atmos

AUDIO SHOWDOWN: Exploring the Differences Between Netflix Spatial Audio and Dolby Atmos

Wwise Up On Air Hands-On | Wwise 2023.1 Beta

Wwise Up On Air Hands-On | Wwise 2023.1 Beta

Wwise Up on Air | Dynamic Mixing at Scale w/ Frontier Development

Wwise Up on Air | Dynamic Mixing at Scale w/ Frontier Development

Wwise Up On Air Hands-On | Wwise Spatial Audio: Acoustics - Getting Started in Unreal

Wwise Up On Air Hands-On | Wwise Spatial Audio: Acoustics - Getting Started in Unreal

Spatial Audio Meets AI |  Immerse with VST AmbiDecoder

Spatial Audio Meets AI | Immerse with VST AmbiDecoder

What is Object-Based Audio? | (3/6) All You Need to Know About 3D Audio

What is Object-Based Audio? | (3/6) All You Need to Know About 3D Audio

Video Game Sound Design

Video Game Sound Design

How Does Object Based Sound Work?

How Does Object Based Sound Work?

Using WWise External Sources in Unreal Engine

Using WWise External Sources in Unreal Engine

How to Create Exploration Music for Horizon Zero Dawn | Game Music Tutorial

How to Create Exploration Music for Horizon Zero Dawn | Game Music Tutorial

Wwise Expo | Wwise 2025.1

Wwise Expo | Wwise 2025.1

What Is An Ambisonic Microphone & Do You Need One?

What Is An Ambisonic Microphone & Do You Need One?

Ambisonics vs. Dolby Atmos: What's the difference?

Ambisonics vs. Dolby Atmos: What's the difference?

Spherical Microphone Arrays. A Lecture by Prof. Huseyin Hacihabiboglu Ph.D., SMIEE

Spherical Microphone Arrays. A Lecture by Prof. Huseyin Hacihabiboglu Ph.D., SMIEE

Звуковой дизайн игры в Ambisonics | Пространственный звук и искусственный интеллект

Звуковой дизайн игры в Ambisonics | Пространственный звук и искусственный интеллект

OpenAI is Suddenly in Trouble

OpenAI is Suddenly in Trouble

Getting Started with Dolby Atmos in Wwise for Game Development

Getting Started with Dolby Atmos in Wwise for Game Development

Spatial Audio Simulation and Management with Wwise

Spatial Audio Simulation and Management with Wwise

Wwise 2025.1 New Features At a Glance

Wwise 2025.1 New Features At a Glance

© 2025 ycliper. Все права защищены.



  • Контакты
  • О нас
  • Политика конфиденциальности



Контакты для правообладателей: [email protected]