VR系列——Oculus Audio sdk文档:二、Oculus音频SDK指南(3)——Oculus Audio SDK的特性

  Oculus Audio SDK不会考虑闭塞环境下的几何结构,只支持直接反射的单频道声源,可以提供早期反射和后期回响,使声源听起来更有空间效果,而多普勒的音高效应、失真效果和方向性声源的衰减同样不支持,主要有更高层次的调用方解决。


  这个部分介绍Oculus Audio SDK提供的特性。
  This section describes the features supported by the Oculus Audio SDK.


支持的特性(Supported Features)

  这部分介绍支持的特性。
  This section describes supported features.


空间化(Spatialization)

  空间化是把单频道声音资源转换成听起来好像他们开始于一个特定方向的过程。Oculus Audio SDK使用头部相关传递函数(HRTFs)来通过C/C++SDK和插件提供音频空间化。
  Spatialization is the process of transforming monophonic sound sources to make them sound as though they originate from a specific desired direction. The Oculus Audio SDK uses head-related transfer functions (HRTFs) to provide audio spatialization through the C/C++ SDK and plugins.

  注:重要的是:所有通过Oculus Audio Spatializers的音频是单声道立体声的渲染才会被空间化处理,并且必须不是应用在你的游戏引擎或库提供的额外的立体声渲染。
  Note: It is important that all sounds passed to Oculus Audio Spatializers are monophonic - stereophonic rendering will be handled by our spatialization, and must not be applied over additional stereophonic rendering provided by your game engine or library.


环境建模(Environmental Modeling)

  HRTEs提供了强大的方向视觉提示,但是没有空间效果,经常听起来很干且没有生命力。有些环境提示(例如早期反射和后期回响)对于提供强大的关于音源距离视觉提示也是非常重要的。
  HRTFs provide strong directional cues, but without room effects, they often sound dry and lifeless. Some environmental cues (e.g., early reflections and late reverberation) are also important in providing strong cues about the distance to a sound source.

  Audio SDK支持早期反射和后期回响,使用的是一个简单的“鞋盒模型”,由一个中心围绕在听者头部并带有四个平行墙面,一个地板,和一个间距会变动的天花板的虚拟房间,每个房间都有它自己不同的反射系数。
  The Audio SDK supports early reflections and late reverberations using a simple ‘shoebox model,’ consisting of a virtual room centered around the listener’s head, with four parallel walls, a floor, and a ceiling at varying distances, each with its own distinct reflection coefficient.


不支持的特性(Unsupported Features)

  还有其他方面的高质量的音频体验,然而也经常被应用程序程序员或更高级别的引擎更恰当的执行。
  There are other aspects of a high quality audio experience, however these are often more appropriately implemented by the application programmer or a higher level engine.


闭塞(Occlusion)

  声音会在不同方面和用户的环境互相作用。对象和墙体可能阻碍,反射,或者传播声音通过虚拟世界。Oculus SDK只支持直接反射并且不会考虑到虚拟世界的几何结构。由于扫描和参考世界几何结构的要求,这个问题需要在比Oculus Audio SDK更高层次被解决。
  Sounds interact with a user’s environment in many ways. Objects and walls may obstruct, reflect, or propagate a sound through the virtual world. The Oculus SDK only supports direct reflections and does not factor in the virtual world geometry. This problem needs to be solved at a higher level than the Oculus Audio SDK due to the requirements of scanning and referencing world geometry.


多普勒效应(Doppler Effect)

  多普勒效应是音高的改变,当音源高速度的朝着听者或远离听者移动就会发生这个效应。比如会发生在汽车呼啸而过的时候。它经常是在中间设备模拟一个简单的声音引擎回放速率变化。
  The Doppler effect is the perceived change in pitch that occurs when a sound source is moving at a rapid rate towards or away from a listener, such as the pitch change that is perceived when a car whooshes by. It is often emulated in middleware with a simple change in playback rate by the sound engine.


创造性影响(Creative Effects)

  类似均衡,失真,折边等等的影响在虚拟现实体验中可以发挥巨大作用。比如:一个低通滤波器可以仿真在水下游泳的声音,在水下高频失去能量的速度比在空气中要快,失真会被使用来仿真迷失方向感,一个狭窄的带通均衡器可以给音源一个“广播”的效果,等等。
  Effects such as equalization, distortion, flanging, and so on can be used to great effect in a virtual reality experience. For example, a low pass filter can emulate the sound of swimming underwater, where high frequencies lose energy much faster than in air, distortion may be used to simulate disorientation, a narrow bandpass equalizer can give a ‘radio’ effect on sound sources, and so on.

  Oculus Audio SDK 不会提供这种效果。典型地,这些将被应用到一个更高的水平的中间设备包在音频SDK之前或之后,这取决于期望的结果。例如,一个低通滤波器可能会被应用到主立体声缓冲区来模拟水下游泳,但是失真效果可能应用在预先空间化,为了在游戏中有破收音机的效果。
  The Oculus Audio SDK does not provide these effects. Typically, these would be applied by a higher level middleware package either before or after the Audio SDK, depending on the desired outcome. For example, a low-pass filter might be applied to the master stereo buffers to simulate swimming underwater, but a distortion effect may be applied pre-spatialization for a broken radio effect in a game.


区域和方向性音源(Area and directional Sound Sources)

  Oculus Audio SDK 支持单频道点的音源。当声音是指定的,假定波形数据代表听者可以听到这个声音。由调用者减弱传入的声音来反映说话者方向性减弱(比如:某人背对听者说话)区域音源类似瀑布或者河流。
  The Oculus Audio SDK supports monophonic point sources. When a sound is specified, it is assumed that the waveform data represents the sound as audible to the listener. It is up to the caller to attenuate the incoming sound to reflect speaker directional attenuation (e.g. someone speaking while facing away from the listener) and area sources such as waterfalls or rivers.

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