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Some 360° audio experiments of mine
I've been doing some personal experiments and I've just uploaded a couple of them. They're almost certainly not meaningful to anyone else, but I'll let the links be public nevertheless. They're on youtube but they're not really visual, they're audio. There's a static cylindrical panorama shot embedded but the vision isn't cardboard enabled for 3d, so don't look at it in 3d goggles. It is primarily an audio test to see which direction 'front' is in an ambisonic-b sphere in relation to where a cylindrical panorama starts when shot in cardboard camera. The audio is Ambi-X, and has been metadata injected to (I hope) render as spatial AmbiX audio which should render in real time in your phones in a VR headset mode such that if you have headphones in your ears, you should hear the audio rendered binaurally with respect to the direction your 'headset' (ie just hold the phone up in front of you) is facing. As you move the phone the audio rendering should change accordingly. As I say, I'm concentrating on the audio here, so didn't bother doing a full vr-compatible visual side, just the AmbiX audio processing. Anyway, I'm assuming these tests won't mean much to other people, so if you're confused with them, do something else. (Nothing here to do with iOS by the way - all done elsewhere - audio on Zoom H2n with new v2 firmware spatial mode, and the processing in a five-step chain of steps in ffmpeg on command line in linux).