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  #1  
Old 10-11-2016, 10:12 AM
Tim R. Tim R. is offline
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Default Ambisonics and posting VR content

Could someone clarify the basic audio post workflows for ambisonics/VR content? I'm just wrapping my head around (pun intended) the terminology and possibilities. I understand (basically) the theory of capturing audio with an Ambisonic mic while shooting 360 video, but not completely clear on workflows for audio posting that content with additional sound design audio media, deliverables etc. AND how/where the head "tracking" information gets integrated. For example, let's say there is a location shoot capturing 360 video and a B-Format (4 channel) audio stream. Now in they want to add SFX, backgrounds, potential dialogue/VO overdubs etc. and mix to create their final VR product (let's say for You-tube distribution for example).

With Google and Facebook both embracing ambisonics as the format of choice lets keep it there.

Thanks
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Last edited by Tim R.; 10-11-2016 at 10:41 AM. Reason: gramatical correction and content addition
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Old 10-11-2016, 12:32 PM
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Wizzoboy Wizzoboy is offline
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Default Re: Ambisonics and posting VR content

When I create a soundtrack in ambisonics, I start off with the usual mono and stereo components and place them into an ambisonic soundfield using an ambisonic panner such as Ambi-pan from Noisemakers. Facebook also offers free 360 tools, as does Occulus. There are also ambiance fx available in B format. The Ambisonic format for 360 VR is ambi-x. YouTubes' 360 channel can decode this. The head tracking is coming from the VR headset.
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  #3  
Old 10-11-2016, 12:59 PM
Tim R. Tim R. is offline
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Default Re: Ambisonics and posting VR content

Quote:
Originally Posted by Wizzoboy View Post
When I create a soundtrack in ambisonics, I start off with the usual mono and stereo components and place them into an ambisonic soundfield using an ambisonic panner such as Ambi-pan from Noisemakers. Facebook also offers free 360 tools, as does Occulus. There are also ambiance fx available in B format. The Ambisonic format for 360 VR is ambi-x. YouTubes' 360 channel can decode this. The head tracking is coming from the VR headset.
Thanks for your reply Wizzoboy. Couple follow up questions:
What is your output format/delivery medium?
How are you monitoring when mixing ambisonic?
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  #4  
Old 10-11-2016, 08:13 PM
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Vedat Vedat is offline
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Default Re: Ambisonics and posting VR content

There are also Sound Particles and Audio ease plugins that can do the panning in the 360 field.
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Old 10-11-2016, 08:26 PM
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minister minister is offline
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Default Re: Ambisonics and posting VR content

This might interest you and help

http://www.audioease.com/360/
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  #6  
Old 10-19-2016, 01:48 PM
FajitaTone FajitaTone is offline
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Default Re: Ambisonics and posting VR content

I've been using the Facebook 360 plugs. They are free and come with a template and a player that slaves to Pro Tools via the plugins. The player is buggy, but the plugins do a pretty good job. The plugs support Ambisonics 4 channel and mono (1.0) to surround (7.0) channel audio formats. The results have been pretty cool so far. Sync is pretty tight if you use movies that are encoded to the FB360 or YouTube spec prior to loading into the player.
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