build 2016 - p527 - spatial audio with audiograph in uwp
TRANSCRIPT
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#Build2016
Spatial Audio - Spatial Sphere Demo ExplainedSteven WilssensSenior Program ManagerSilicon Graphics and Media
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Please watch the talk first.
http://aka.ms/spatialaudiosessionbuild2016
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What is Spatial Audio again?
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Spatial audio gives the illusion that sounds are coming directly from an object in a 3-dimensional space. They are audible all around the user.
When you hear something as if you would in real-life… coming from an application. That’s spatial audio.
What is Spatial Audio Again?
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UWP developers can convincingly place sounds in a 3-dimensional space (sphere) by using Microsoft’s HoloLens HRTF technology.
HRTF technologies work with all stereo headphones.You can now create spatial audio experiences in UWP apps and games on HoloLens, Desktop, Phone, and Xbox One.
Spatial Audio in Windows 10 @ //BUILD 2016
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What are HRTF’s again?
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Humans have just two ears, but can locate sounds in three dimensions:• Distance• Direction (above/below)• Front/Back, Left/Right
HRTF (Head-related transfer function)
This is possible because the brain, inner ear and the external ears (pinna) work together to make inferences about location.
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We take sound localization cues from one ear (monaural cues), and compare them with cues received at both ears (difference cues or binaural cues).
HRTF (Head-related transfer function)
• Left or right cues originate from differences in the time sound
• Up and down, front and back cues originate from spectral changes produced by the outer ear shape (pinnae).
• Distance cues originate from intensity and reflection differences.
HRTF transfers a sound to how an ear would receive that sound from a point in space.
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The AudioGraph 1.0 API
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Hello Old Friend - AudioGraph 1.0
Easy Coding Mic In Speaker
OutPlay from
FileSave to
FileLow
Latency Effects
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AudioGraph 1.0
🎤 📢
📄 💾
🔀
🎤
🔀
💠
DeviceInputNode
FileInputNode FileOutputNode
DeviceOutputNode
SubmixNode
IBasicAudioEffect
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The AudioGraph 1.1 API
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AudioGraph 1.1
🎤 📢
📄 💾
🔀🎤
🔀
💠
DeviceInputNode
FileInputNodeFileOutputNode
DeviceOutputNode
SubmixNode
IBasicAudioEffect
AudioNodeEmitter
AudioNodeListener
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Emitters and Listeners• Spatial audio source• Can be input or submix
node• Supported # of emitters
depends on multiple factors
• Orientation, Position, Velocity
Emitter
• Spatial receiver of audio• Only supports 1
listener/AudioGraph• Orientation, Position,
Velocity
Listener
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DEMO: Spatial Audio - AudioGraph
{Put on headphones to experience Spatial Audio}
http://aka.ms/spatialspheredemocode
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DEMO: Spatial Audio – AudioGraph
📢📄
🔀🔀💠
FileInputNode DeviceOutputNode
SubmixNode
ReverbAudioEffect
AudioNodeEmitter
Gain: 0.125
Gain: 1
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HRTF-based audio rendering with headphones greatly improves when headphones can track head orientation
Reduces:• Front-Back confusion• Sound Source Elevation confusion
Head movements from 2° to 32° may be required to ensure that spatial information is conveyed with high accuracy.
17
HRTFs and Head Orientation Tracking
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DEMO: Head Tracking and AudioGraph Listener Position
Powered by:
Jabra Intelligent Headset
Advanced sensor pack and dynamic 3D audio - and exciting new apps platform!
https://intelligentheadset.com/
{Put on headphones to experience Spatial Audio}
http://aka.ms/spatialspheredemocode
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DEMO: Spatial Audio – AudioGraph
📢📄
🔀🔀💠
FileInputNode DeviceOutputNode
SubmixNode
ReverbAudioEffect
AudioNodeEmitter
Gain: 0.125
Gain: 1
AudioNodeListener
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• Use AudioGraph to add spatial audio to UWP apps
• Emitters position sound sources in space• Listeners where you hear the audio• Head tracking increases the ability for users
to localize sound• It’s easy to enable spatial audio in your
UWP apps!
Summary
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• Download the Spatial Audio Sphere Sample (http://aka.ms/spatialspheredemocode)• Add Spatial Audio Sound to your UWP today
• Re-visit Build on Channel 9.• Continue your education at
Microsoft Virtual Academy online.
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