Ambisonic sound  

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Unit
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Ambisonic sound

by Unit » Tue Jan 24, 2017 3:56 pm

First of all congratulations for your player which finally allows to read files 8k 360 stereo on Rift and Vive with a back desktop video.
:cool:

Now it would be really great if the player could read ambisonic sounds.
The best encoding for us for now is the Facebook 360 and Oculus video method :
A first order ambiX (spacialized for the SFX) with in addition a stereo track locked for the music and the voices.

Best,
Léon

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lmartin
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Re: Ambisonic sound

by lmartin » Thu Jan 26, 2017 10:21 am

Thank you!

I agree with you that ambisonics sound is a major topic, we plan to support it in the player.
Indeed mixed output from ambisonics track and stereo track will be perfect.

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Re: Ambisonic sound

by Unit » Mon Feb 06, 2017 10:58 am

Great !
Don't hesitate to contact us by mail if you want to test the player with different sources of ambisonics sounds.

Thank you !

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Re: Ambisonic sound

by benji33 » Fri Feb 24, 2017 2:21 pm

Hi Léon

As we planned to add Ambisonics sounds management to the player I'll be happy to grab some tests files for internal usage only.

Thanks a lot,
Benjamin

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Re: Ambisonic sound

by Unit » Fri Feb 24, 2017 3:57 pm

Yes of course !!

If you want to test ambisonic sound, here is a download link from a video we made with ambisonic sound for Facebook 360 Video and Oculus Video for GearVR (B-format FuMa 1st order in Spacial audio and a Head-Locked track for Voice and music).

The decode plugin was develloped by the company Two big Ears. It was bought by facebook which made it public. You can download the SDK here: Https://facebook360.fb.com/spatial-workstation/
It would be great if you could implement it in Gopro VR Player !

File to download :
360° Trailer - Ambisonic sound - Stereo 4K image
360° Trailer - Stereo sound - Stereo 8K image

Good viewing :-)

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Re: Ambisonic sound

by harryhirsch » Mon Apr 24, 2017 10:47 am

Hi! Ambisonics Sound integration would be very useful for a current project.
Can you give an estimate when this will be implemented? Thank you very much.

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Re: Ambisonic sound

by lmartin » Fri Apr 28, 2017 2:39 pm

We are currently working on it, I think a beta version should be available in June.

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Re: Ambisonic sound

by harryhirsch » Tue May 02, 2017 5:32 pm

Thanks!

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Re: Ambisonic sound

by Philvr78 » Thu Jun 08, 2017 8:52 pm

Hello, any news on Ambisonic sound?
Hard to find an Oculus Rift payer for local media that plays in ambisonic audio, if you have suggestions they would be welcome.
Thanks

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Re: Ambisonic sound

by lmartin » Mon Jun 19, 2017 9:25 am

No sorry, there are some issues around this topic.
But we are still working to support it in the player.

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Re: Ambisonic sound

by OHLOliv » Fri Jul 28, 2017 2:00 pm

Any update on that ?

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Re: Ambisonic sound

by WayneBG » Mon Sep 11, 2017 7:50 am

Any update? I just started tinkering with ambisonic audio and would love to be able to test it in the GoPro player.

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Re: Ambisonic sound

by scottoliphant » Thu Sep 28, 2017 5:35 pm

+1 ambisonics update?

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Re: Ambisonic sound

by benji33 » Wed Oct 25, 2017 9:54 am

The 3.0 release will be deployed soon with the first iteration on ambisonics.

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Re: Ambisonic sound

by Bertus » Sat Oct 28, 2017 8:31 pm

Hi,

Is there a tutorial about adding third order ambisonics to a movie so it can be played by the 3.0 kolor/gopro player?

Cheers,

Bertus

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Re: Ambisonic sound

by benji33 » Mon Oct 30, 2017 4:02 pm

No, it's more dependent of the audio tools used to do it.
At this time only the ACN/SN3D format (YouTube/Google spatial audio format) is taken in account.

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Re: Ambisonic sound

by jheilein » Mon Nov 20, 2017 11:28 pm

Download FFMPEG then type in your cmd.exe or terminal.
Code: Select all
ffmpeg -i video.mov -i youraudio16ch.wav -c:a copy -c:v copy -shortest yourvideo.mov

(mp4 container cannot have 16ch audio)

However, This is working in Google Jump Inspector only, GoPro VR doesn't.
Maybe it needs metadata injecting what is different to Youtube VR.

We need GoProVR's "autodetect HOA Order" update or Metadata Injector tool.

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Re: Ambisonic sound

by jheilein » Tue Nov 21, 2017 1:18 pm

Okay! 3rd order working with meta tag.
Combine QuickTime mov and wave file by FFMPEG.
Then inject this metadata
Code: Select all
Saved file settings
        Track 0
                Spherical = true
                Stitched = true
                StitchingSoftware = Spherical Metadata Tool
                ProjectionType = equirectangular
        Track 1
                Ambisonic Type: periphonic
                Ambisonic Order: 3
                Ambisonic Channel Ordering: ACN
                Ambisonic Normalization: SN3D
                Number of Channels: 16
                Channel Map: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16]
        Track 2


my made sample
https://drive.google.com/file/d/18xHYQ8YKvzpG0ZkaMdNYZJ1jzqKZw1hf/view?usp=sharing


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