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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Filling the game world with sound


At this point, we've gone over all the basic methods of audio: stereophonic 2D, spatialized stereophonic 3D, and realistic HRTF 3D audio. With that foundational understanding, we'll use this section to add several more audio effects to the scene to make it seem truly complete and cohesive.

Adding footstep sounds

Footstep sounds are pretty common in shooters, especially shooters that don't have a radar mechanic. It's a great, subtle way to hear an enemy around a corner, and the more accurate the localization is, the more the sound becomes a useful part of the environment instead of just a noisy effect.

In this section, we'll create a footstep mechanic for the players in the game, and we'll use HRTF audio with reflections to create a realistic effect.

Drag the Footstep1.wav and Footstep2.wav files that were included with this chapter into your Audio folder. Create a new empty GameObject, name it FootAnchor, and make it a child of the OVRCameraRig so it sticks...

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