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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
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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

Summary


In this chapter, you brought sound to your game environment using a few different methods. Good audio is what holds VR environments together, and the importance of realistic sound in immersion is not to be underestimated.

We began with simple 2D audio, which is fast and easy to implement but really only good for audio scenarios in which location doesn't matter, such as menu sounds. We then modified Unity's Audio Source component in order to spatialize it and create basic stereophonic 3D audio.

Stereophonic audio can help players locate the origin of sounds around them, but it can't be used to determine whether the sound is coming from above or below the player because the "head" in the audio calculation is completely static and the ears are always in the same relative orientation.

We then added another dimension of realism to our simple 3D audio by implementing HRTFs, or head-related transfer functions. HRTFs are only possible with head-mounted devices because they take head/ear rotation...

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