Spatial sound
Original article: Spatial sound
TL;DR
Spatial sound in mixed-reality environments, using head-related transfer function (HRTF), augments user experiences by providing auditory cues that inform about application states, reinforce interactions, and simulate real-world sound propagation. While enriching the immersive quality, developers are advised to exercise restraint in sound use to maintain usability and avoid cognitive overload.
Bullet points
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🔈 In low-light situations, our sense of hearing keeps us safe: This capability evolved as a survival mechanism, allowing humans to react to unseen threats and obstacles, even in the dark. In technology, this concept is used to create more immersive and intuitive experiences.
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🎧 HoloLens utilizes spatial audio to enhance mixed reality experiences: Spatial audio creates a more realistic soundscape by simulating sounds from various directions and distances, increasing immersion and aiding user orientation within the virtual environment.
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👓 The field of view in HoloLens devices is directly in front of the viewer: Due to this limitation, only objects directly in front of the user are visible, making peripheral vision less informative in these mixed reality environments.
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🔊 Speakers on HoloLens use HRTF audio to simulate sound from various distances and directions: By employing Head-Related Transfer Function audio, HoloLens is able to create an audio environment that realistically represents how we would perceive sound in the real world, augmenting the immersion in mixed reality.
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👂 Our ears help us determine the distance and direction of a sound: We naturally process small differences in the time and intensity of sounds reaching each ear, allowing us to locate their sources in the space around us.
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🎼 HRTF audio simulates this experience through timing differences and spectral changes: HRTF audio uses mathematical models to recreate these auditory cues, simulating the intricacies of how sound waves interact with our heads and ears.
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🔄 HoloLens speakers mimic this experience by simulating sound arrival at different times: By carefully controlling when sounds reach the user’s ears, the system can create the impression of sound sources located at different positions in the space around the user.
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💻 HoloLens spatial audio offers extensive functionality for developers: It allows the placement and movement of sound sources in 3D space, enabling developers to create highly immersive and interactive audio environments.
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🎛️ Developers can manipulate the source of the audio on a frame-by-frame basis: This feature allows developers to precisely control where a sound appears to originate from, creating a highly dynamic and interactive audio experience.
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🎚️ Play, stop, pause, resume, loop, and fire-and-forget sound assets can be controlled by developers: These functions provide developers with granular control over audio playback, allowing them to finely tune the audio experience to match visual or interactive elements in the mixed reality environment.
Keywords
- Spatial audio: A technique for creating a three-dimensional sound field, giving the illusion of sound coming from various directions and distances.
- HoloLens: A pair of mixed reality smart glasses developed and manufactured by Microsoft.
- Field of view: The observable area that can be seen at a particular moment.
- HRTF (Head-Related Transfer Function) audio: A response that characterizes how an ear receives a sound from a point in space, used in sound synthesis and spatial audio to simulate directionality.
- Spectral changes: Modifications in the frequency content of a signal.
- Pinna: The visible part of the ear that resides outside the head.
- Frame-by-frame basis: In this context, it refers to the ability to change audio sources for each frame in a sequence, allowing for very detailed control over sound localization.
- Fire-and-forget sound assets: This refers to playing a sound asset and not needing to control it further once it’s started.