6DoF (six-degrees-of-freedom) refers to the possibility of a rigid body (or a representational device of it) to move freely in three transitional and three rotational degrees.
Designing sound for immersive VR 6DoF experiences is usually done by using mono or stereo sound artificially spatialised through software processing the seeks to replicate reverberation, diffusion and other acoustic behaviors.
Now, doing a live sound recording, in a physical acoustic space so it can be used in the context of 6DoF VR is said to be impossible or, at least, very hard.
To try and achieve just that, I used simultaneous recordings made with 9 ZYLIA ZM-1 microphone arrays, placing multiple ambisonics sound files in a scene I built in Unity 3D. The sound sound sources in those recordings are physical objects.
The following video explains the process, step by step:
Related paper presented at the 146th AES Convention in Dublin (2019):
(More information and reference to previous recordings can be found on this blog post from ZYLIA.)
The initial proof-of-concept was recently presented at Game Sound Con in Los Angeles, LA and AES Convention in New York, NY – USA.
Los Angeles, LA and AES Convention in New York, NY – USA.