Quote:
Originally Posted by adXok
Another thing I have noticed with dearVR is that it seems to support only mono-source signals.
I had to "explode" (separate) a test stereo-file into two mono signals (left and right separately) an then to place an instance of dearVR to each of those new mono-files.
I expected it to react more like the DolbyHeadphone (dolbyhph.dll) in Foobar, which deals with stereo-files correctly and actually quite pleasant to my ears, thus simulating binaural environment.
I hope dearVR can do that at some point in the future with stereo-file sources. Maybe it supports it but I couldn't manage to do and use it.
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Well, VR (I address virtual reality, not dearVR) is all about sound objects, which are mono. On the other hand, stereo is not an object-based format, it's channel-based, best listened to via loudspeakers. Which then again can be modeled as separat sound objects in a virtual environment. There's not really a standard way of putting 'stereo loudspeaker setups' into virtual environments. Also the concept of phantom sources which are produced by a stereo mix does not really make sense in VR, as in general you want to pan every source of your mix/environment to it's specific location within the room.