Rift audio SDK released

The oculus rift audio SDK has been released !
Please FD, implement it as soon as possible ! I can't wait to hear my ship with spatialized sounds :)
https://developer.oculus.com/downloads/#version=audio-0.9.2

PS : For people how don't know what is it, this SDK allow monophonic sound sources to be spatialized in 3D relative to the user’s head location.
For an overview, you can download and try the realspace 3D demo for the rift : http://realspace3daudio.com/demos/
 
Last edited:
Haven't Elite already got this built in to an extent? I always assumed "Oculus (Headphones)" mode did exactly that. And it seems to as well. Every time I turn my head and look at one of the panels, the noise it makes moves around me as I look towards it.

Anyway, apart from that, how much are we really going to benefit from this in a game like Elite? Most sounds take place several thousand meters away, so your head's location really doesn't affect how you hear them. Also, headphones don't give you any sense of verticality with regards to sounds so again, not sure how useful this is going to be.

I'd rather they spend what meagre budget they have allotted to the Rift to improving other things like the UI and performance :D
 
Haven't Elite already got this built in to an extent? I always assumed "Oculus (Headphones)" mode did exactly that. And it seems to as well. Every time I turn my head and look at one of the panels, the noise it makes moves around me as I look towards it.

Anyway, apart from that, how much are we really going to benefit from this in a game like Elite? Most sounds take place several thousand meters away, so your head's location really doesn't affect how you hear them. Also, headphones don't give you any sense of verticality with regards to sounds so again, not sure how useful this is going to be.

I'd rather they spend what meagre budget they have allotted to the Rift to improving other things like the UI and performance :D
Nope, not true. Head phones now can tell you where the sound is coming from in relations to left and right. But this is entirely new technology that can actually make a sound seem like its coming from directly above you, side, other side, or anywhere in between. Apparently, everywhere but directly below you.
 
Nope, not true. Head phones now can tell you where the sound is coming from in relations to left and right. But this is entirely new technology that can actually make a sound seem like its coming from directly above you, side, other side, or anywhere in between. Apparently, everywhere but directly below you.


That's ' incredible!!!
 
Haven't Elite already got this built in to an extent? I always assumed "Oculus (Headphones)" mode did exactly that. And it seems to as well. Every time I turn my head and look at one of the panels, the noise it makes moves around me as I look towards it.

Anyway, apart from that, how much are we really going to benefit from this in a game like Elite? Most sounds take place several thousand meters away, so your head's location really doesn't affect how you hear them. Also, headphones don't give you any sense of verticality with regards to sounds so again, not sure how useful this is going to be.

I'd rather they spend what meagre budget they have allotted to the Rift to improving other things like the UI and performance :D

Try the realspace3D demo and you will see the difference.
I think if FD take some time to implement it (I don't think it's a huge work as there is a SDK), that will really enchance the experience.
Because right now even if the sound design is awesome, I don't really 'sense' that they come from the ship or outside.
Sound spatialisation is one key to the sense of presence. FD have wonderfull audio designers, I hope they will take care of this.
 
+1 for RealSpace3D audio support. The awesome Tuscan demo on my DK2 with headphones is the most incredible audio experience I have ever tried, regarding positonal audio. It's awesome to hear sounds clearly not only in your front or back, but also up and down!

The good news: as far as I know, Elite Dangerous is using the Wwise sound engine, and the Oculus audio SDK has built-in support for this engine, so it shouldn't be that hard to implement.
 
Back
Top Bottom