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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

Immersing your player with HRTFs


Stereophonic 3D is typically the most complex classic video game yet, but with VR, even more realistic audio is possible. Because of the data exposed through the constant tracking of the player's head, we can modify audio based on the exact position of both ears, instead of just the static head position. This modification is called a head-related transfer function (HRTF).

In this section, we'll modify our wall's audio source to be our first HRTF so we can demonstrate the capabilities and differences from 3D audio. We'll begin with Unity's simple first-party Oculus audio spatializer and then move onto Oculus's native spatializer plugin. Later, we'll create a soundscape for our level using HRTFs.

Sampling Unity's first-party HRTF

Unity features an extremely limited implementation of Oculus's HRTF spatializer that serves as a good place for getting started and hearing the subtle differences with HRTF audio.

To activate it, open the Edit menu, mouse over Project...

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