Gaudio Lab Upgrades Its Spatial Audio Solution “WORKS”
Gaudio Lab Upgrades Its Spatial Audio Solution “WORKS”
Virtual Reality Reporter has featured G’Audio Lab’s announcement on the launch of upgraded Works software. As stated in the news, Works is expected to provide an even more intuitive workflow with powerful new features in this new version.
As an AAX plugin to Pro Tools, Works can be seamlessly used. It allows creators to accurately place object sounds in the virtual environment. Each sound source then has specific positional metadata, which goes through a process called binaural rendering. When content built with Works is played on an HMD, sound objects change according to the users’ interactions, accurately synchronizing what they see with what they hear.
Its new features include a built-in volume fader, expandable window and timbre preservation. It also supports output format monitoring, which lets you hear the difference in sound quality between Ambisonics and GA5.
How to use Works
Just get your hands on the Gaudio Lab website, request Works for free. Your VR creation life cannot be any easier.
What’s Next For VR Audio Where VR Audio is At Before the age of VR, the 2D video story was not influenced by end-user’s interaction. The spatial resolution for audio improved just by adding more speakers around the end-user’s frontal rectangular screen. The biggest hurdle for immersion was instead ‘present room effect.’ One could never fully be there in the story because the virtual world was limited by the screen size. This is now a different story because the presence of the real world is blocked by wearing HMD and headphones. VR certainly helps the content consumer be completely transported to a different world, but again it delivers different levels of immersiveness depending on type of content. In 360 video or 3DOF type content, the world is already pre-rendered. The three dimensional space is projected in a spherical world that you can look from different directions upon free will, but cannot walk around. Your position remains fixed in one spot. This is why an Ambisonics audio signal, a way of recording and reproducing 3D sound as a snapshot, became such a popular audio format for 360 videos. Just like the 360 video, this spherical audio format can be easily rotated to reflect head orientation yaw, pitch, and roll. However, Ambisonics is limited to 360 type content only, where the end-user is fixed at one position. Increasing the order of Ambisonics does not support greater interactivity or 6DOF, but merely increases the spatial resolution. Think of it as how increasing the pixel resolution doesn’t transform 360 video into walkable video. Meanwhile, full VR or 6DOF content is rendered in real time while the user interacts and moves around in the scene. This requires the objects in the scene to be controlled individually, rather than as a chunk of pre-configured video and audio. When each sound source is delivered to the playback side as an individual object signal, it can truly reflect both the environment and the way the user is interacting within the environment. This full control capability of object-based audio may be used in 2D or 360 video, but it’s potential is best realized in full VR. VR Audio Moving Forward While more and more VR content is being made in the full VR format, the audio industry is barely catching up with Ambisonics signals for 360 videos. Second order Ambisonics already requires a minimum of 9 channels, and higher order Ambisonics are not feasible in many cases because the network bandwidth is limited in mobile, not to mention the restrained processing power allocated for audio. Some might argue personalized audio is the most important challenge going forward. Until capturing the exact anthropometric information requires quite a bit less resources than now, customization for each person’s ear shape and head size will remain as the last step to perfection. Luckily, four out of five people can already feel immersed in the VR scene with general binaural rendering process. What needs to be figured out in the foreseeable future is how to deliver interactive 3D audio without compromising the content quality, from creators to consumers and across multiple platforms. Once best practices are determined and a recommended workflow is set, standardizing those practices should follow to improve interoperability.2018.07.25
NexStreaming’s NexPlayer Video SDK Now Features Spatial Audio Technology from Gaudio Lab LOS ANGELES, CA (April 3, 2018) — NexStreaming, a global multimedia software company, announces its partnership agreement with Gaudio Lab, a spatial audio technology company. Through this partnership, Gaudio’s Sol audio SDK will be integrated into NexStreaming’s NexPlayer video SDK, which will be available for licensing to player platforms and companies looking to offer 360-degree video content. “As the leading player for premium video services, NexPlayer must continuously innovate to be at the forefront of the industry,” says General Manager, Carlos Lucas, NexStreaming. “360-degree video is on track to becoming a mainstream format and we are working toward securing the best 360 video experience. Audio plays an important role in this experience and Gaudio Lab’s technology perfectly complements NexPlayer.” The integration of Gaudio’s Sol SDK offers audiences a high-quality immersive and interactive sound experience to match NexPlayer’s premium quality video SDK. Now, current and future NexStreaming licensees can provide premium 360-degree content to audiences on multiple platforms. “This exciting partnership pairs Gaudio’s top-quality spatial audio technology with NexStreaming’s world-class 360-degree video solution,” explains Adam Levenson, V. P. of Business Development, Gaudio Lab. “Combining these two technologies offers player platforms and content creators an opportunity to provide a truly immersive and uniquely engaging experience to viewers.” NexPlayer is the market leading 360-degree Player SDK for Android, iOS and HTML5 apps, ensuring the best streaming and playback video quality across any device. The international video service provider offers NexPlayer in its mobile apps, enabling MPEG-DASH and HLS high-quality streaming across all devices with Widevine or any other DRM content protection. Its Player SDK is not based on open source, which offers the ability to constantly build new player features. The company strives to continuouslyupgrade the SDK player with the latest technologies, including the integration of Gaudio’s Sol SDK. Gaudio’s Sol SDK is a binaural renderer that supports First Order Ambisonics (FOA), Higher Order Ambisonics (HOA), and the company’s GA5 audio format. GA5 packages unlimited object-based sounds, Ambisonics and head-locked stereo channels into one delivery format, offering a high-quality spatial audio experience. Furthermore, the Sol renderer features low complexity, low latency, and is computationally efficient, delivering a smooth audio experience on any device. About NexStreamingNexStreaming is a leading mobile multimedia software company with its in-house video processing technologies highly optimized for mobile devices. Its NexPlayer SDK™ has powered millions of mobile devices, has been embedded into top-tier handsets by producers at Samsung and LG Electronics, and has been integrated into world-class Content Provider Apps, such as HBO GO and MLB. NexStreaming is a publicly traded company listed on the Korean stock exchange (139670.KQ) since December 2011. The company is headquartered in Seoul, Korea and has branches in Spain, the U.S, China, and Taiwan.2018.09.10