HRTF 8 AudioGraph Spatial audio source Can be input source or submix Support #emitters depends on multiple factors Orientation, Position,

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Presentation transcript:

HRTF

8

AudioGraph

Spatial audio source Can be input source or submix Support #emitters depends on multiple factors Orientation, Position, Velocity Emitter Spatial of audio ‘reception’ Only supports 1 listener/AudioGraph Orientation, Position, Velocity Listener AudioGraph

AudioGraphSettings settings = new AudioGraphSettings(AudioRenderCategory.GameEffects); settings.EncodingProperties = AudioEncodingProperties.CreatePcm(48000, 2, 16); settings.EncodingProperties.Subtype = MediaEncodingSubtypes.Float; // Create the new Graph CreateAudioGraphResult createResult = await AudioGraph.CreateAsync(settings); if (createResult.Status == AudioGraphCreationStatus.Success) audioGraph = createResult.Graph; else throw new Exception("Failed to successfully create AudioGraph”); AudioGraph

// Create the output node CreateAudioDeviceOutputNodeResult outputNodeResult = await audioGraph.CreateDeviceOutputNodeAsync(); if (outputNodeResult.Status == AudioDeviceNodeCreationStatus.Success) outputNode = outputNodeResult.DeviceOutputNode; else throw new Exception("Failed to create AudioGraph Output"); //Create the submix node for reverb AudioSubmixNode submix = audioGraph.CreateSubmixNode(); submix.AddOutgoingConnection(outputNode); submix.OutgoingGain = 0.125d; //Add Reverb to the Submix ReverbEffectDefinition reverb = ReverbEffectDefinitionFactory.GetReverbEffectDefinition(audioGraph, ReverbEffectDefinitions.LargeRoom); submix.EffectDefinitions.Add(reverb); AudioGraph

// Create the Emitter AudioNodeEmitter audioNodeEmitter = new AudioNodeEmitter(AudioNodeEmitterShape.CreateOmnidirectional(), AudioNodeEmitterDecayModels.CreateDefault(), AudioNodeEmitterSettings.None); //X(-Left,+Right) Y(+Above,-Below), Z(-Front,+Back) //in a right-hand coordinate system audioNodeEmitter.Position = new Vector3(-225f, -0.5f, -225f); // Create the input node, all InputNodes with emitters need to be Mono, 48KHZ StorageFile file = await GetAudioFile(); CreateAudioFileInputNodeResult result = await audioGraph.CreateFileInputNodeAsync(file, audioNodeEmitter); if (result.Status == AudioFileNodeCreationStatus.Success) { AudioFileInputNode fileInputNode = result.FileInputNode; fileInputNode.AddOutgoingConnection(submix); fileInputNode.AddOutgoingConnection(outputNode); } AudioGraph

Powered by: Jabra Intelligent Headset Advanced sensor pack and dynamic 3D audio - and exciting new apps platform!

Demo – Head Tracking

//Get the current listener position from the head phones. //X(-left,+right) Y(+above,-below), Z(-Front,+Back) //in a right-hand coordinate system Vector3 listenerOrientation = await GetYawPitchRollAsync(); //Convert yaw,pitch,roll in degrees from the headset to radial angles Vector3 radialListnerOrientation = new Vector3((float)(Math.PI * listenerOrientation.X / 180f), (float)(Math.PI * listenerOrientation.Y / 180f), (float)(Math.PI * listenerOrientation.Z / 180f)); //Create a Quaternion from the Radial yaw,pitch,roll orientation //Quaternion is a four-dimensional vector (x,y,z,w), which is used to efficiently rotate an object about the (x, y, z) vector by the angle theta. Quaternion q = Quaternion.Normalize(Quaternion.CreateFromYawPitchRoll((float)radialListnerOrientation.X, (float)radialListnerOrientation.Y, (float)radialListnerOrientation.Z)); _deviceOutput.Listener.Orientation = q; Demo – Head Tracking

Applications of Spatial Audio

Cities Unlocked The Guide Dogs Project Lighting up the World through Sound Mission Can technology help us be more present, more human? Strategy Use spatial Audio to present location information to users who have visual impairments, making it easy for the user to know where they are, what’s around them, and how to get where they want to go. Increase confidence Increase enjoyment Key Technologies Spatial Audio – convey distance & direction, minimize cognitive load Background audio Headset and remote – connected to phone via BT and BLE Mapping services Applications of Spatial Audio

copyright 2008, Blender Foundation /

Virtual Speaker Positions

// Create a MediaClip from the video file and apply our spatial audio effect MediaClip clip = await MediaClip.CreateFromFileAsync(videoFile); clip.AudioEffectDefinitions.Add(new AudioEffectDefinition(typeof(SpatialAudioEffect).FullName)); // Create a MediaComposition object that will allow us to generate a stream source MediaComposition compositor = new MediaComposition(); compositor.Clips.Add(clip); // Set the stream source to the MediaElement control this.Player.SetMediaStreamSource(compositor.GenerateMediaStreamSource()); Virtual Speaker Positions

One lifecycle Run in the foreground or background Playback sponsors execution One knowledge model No playback state to sync One Process Auto release framework resources XAML textures Ask app to release its resources if needed Caches, UI views When Backgrounded … Notify app visibility has changed so it restores UI Notify app memory usage level has changed When Foregrounded … Playback sponsored execution with a manifest capability Background Audio

void Awake() { // Get the AudioSource component on the game object and set room size. audiosource = gameObject.GetComponent (); audiosource.SetSpatializerFloat(1, (float) ROOMSIZE.Small); }

public GameObject[] AudioSources; void Awake() { // Find all objects tagged SpatialEmitters AudioSources = GameObject.FindGameObjectsWithTag("SpatialEmittersSmall"); foreach (GameObject source in AudioSources) { var audiosource = source.GetComponent (); audiosource.spread = 0; audiosource.spatialBlend = 1; audiosource.rolloffMode = AudioRolloffMode.Custom; // Plugin: SetSpatializerFloats here to avoid a possible pop audiosource.SetSpatializerFloat(1, ROOMSIZE.SMALL); // 1 is the roomSize param audiosource.SetSpatializerFloat(2, _minGain); // 2 is the minGain param audiosource.SetSpatializerFloat(3, _maxGain); // 3 is the maxGain param audiosource.SetSpatializerFloat(4, 1); // 4 is the unityGain param – distance to 0 attn. }

Different devices have a different #of supported spatial voices. When Penrose is not present, AudioGraph uses a speaker panning algorithm that is optimized for headphones. You are in charge of estimating the #of voices for your app and the devices you target. Co-location using submixes “Traditional” Spatial AudioGraph Remove Emitters

MEDIA DEVELOPMENT VR / AR DEVELOPMENT VIRTUAL & AUGMENTED REALITY PRODUCTION // 360 VIDEO PRODUCTION INTERACTIVE // VISUAL FX // 3D PROJECTION MAPPING // EVENTS