Oculus introduces two new VR audio tools to developers

What is an immersive virtual reality (VR) experience? Is it just about visuals, or does it involve interactive elements or audio? Actually, it's a well-balanced combination of all these aspects. Anyone who has played a horror or action VR game knows how crucial the ambient sounds are in keeping your heart racing and your senses on high alert. To help players feel more deeply connected to the virtual world, Oculus has introduced two new tools for developers: Near-Field HRTF and Volumetric Sound Sources.

The original audio system on the Oculus Rift was capable of simulating sounds at least one meter away from the user. But with the introduction of Near-Field HRTF, developers can now create more accurate acoustic models that respond to objects much closer to the player. This means sound can be placed more precisely in the environment, making the experience feel more real. For instance, in the VR game "Don't Knock Twice," the realistic audio of a ringing phone adds another layer of immersion, drawing players deeper into the story.

Volumetric Sound Sources, on the other hand, allow developers to manage multiple sound sources more effectively. Imagine being in a vast ocean scene where waves crash, seagulls fly overhead, and distant ships make noise. With this tool, developers can model sound radii and place audio sources of any size, creating a more natural and spatially accurate soundscape. The larger the radius, the more expansive the sound source becomes, enhancing the realism of the environment.

In a recent blog post, Pete Stirling, Software Engineering Manager at Oculus, explained: “Our work in this area helps users feel like they're truly in a real-world environment without having to simulate every detail of the physical world. It makes development faster and easier, allowing studios to create more realistic VR experiences quickly. We want people to step into VR and feel like they’ve entered a completely new world. If the audio isn’t authentic, everything else falls apart, and immersion is lost. Our goal is to seamlessly blend visual and audio elements into one cohesive and believable experience.”

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