-
Spatial audio with airpods pro should work with any 5.1/7.1/atmos stream (according to e.g. https://www.whathifi.com/advice/what-is-apple-spatial-audio : "On the software side of things, as long as an…
-
Ambisonic (4D W X Y Z) spatial audio, independent of number of speakers used to realize it.
Important abstraction to promote hardware independence as well as audio fidelity and content reuse.
https:…
-
### Problem Description
Windows 10 Pro x64
First time I've ever seen this error, and I'm not able to reproduce it.
My 720p Preset [attached] is CRF 24, and my Custom output file naming is "{source}…
-
Hey everyone,
first of all, thank you for your awesome work with videojs and videojs-vr!
I checked the documentation and did a search over the whole project, however I was not able to find any i…
-
Would it be possible to add spatial audio support (basically, AirPods support for multi-channel audio)?
-
To reproduce:
1. Create a new scene.
2. Add an audio source, with a Steam Audio Source attached.
3. On the audio source, ensure that "Spatialize" is enabled, with the spatial blend set to 1.
4. …
-
There are some similar (proprietary) solutions to workadventure, especially *rambly*, which allow hearing other people from a distance. Those projects make use of the [spatialization features of Web a…
-
Attaching sounds to moving objects pretty standard. Current API doesn't enable this out of the box, the `position`, `velocity` and `direction` properties of `hxd.snd.effect.Spatialization` have to be …
-
Hi RenderHeads,
I've purchased the AVPro Ultra Edition to have support for the spatial audio, and it works as long as I strictly use Facebook Audio 360 with a mkv container.
However, it would be…
-
For now, the support is fairly minimal and a bit inconsistent.