Sen Sheng Technology Zhang Ruibo: Make VR Audio the Standard for VR Content

â–¼
Sen Sheng Technology Zhang Ruibo: Let VR audio become the standard of VR content from Baidu VR

In the Beijing office, Zhang Ruibo, who is visiting, first took out a pair of Headphones before the official interview to let Xiaobian try their products.

Lifelike Recording Headphones

Instead of using headphones to listen to a piece of audio, he plugs in and casually shoots a video. In the process, he stomps around Xiaobian and whispers in his ear. At the end of the show, he wore his ear to watch the replay. When he stooped down behind him, the editor couldn't help but look back, because he felt that someone was lame behind.

This is 3D audio. Ordinary video recording methods can also record awkward sounds, but it does not make you aware of the direction of the sound when you listen.

Zhang Ruibo is the founder and CEO of Sensheng Technology. The product he presented to Xiaobian is the company's new Lifelike VR recording headset. It has successfully completed crowdfunding. In addition to this consumer-grade product, they also have a professional-grade Sound Pano VR recording device.

Lifelike can record 3D audio with direction, but it is not suitable for 360 degree panoramic video, because in the panoramic video you will look up and down, left and right, and the audio of the panorama needs to change with the picture you see, for example when you listen. When someone talks to the back and turns back, the sound should sound like someone in front of you, but the lifelike sound is fixed and will always be behind you.

This kind of headset technology is not complicated. There is a microphone in each of the left and right earphones. After the user puts on the earphones, the microphones on both sides can record the changes when the sound arrives at the ear, so that the generated 3D audio files can be reproduced. The effect of the real environment increases the sense of presence.

Its main uses include ASMR, and of course can also be used for general purposes to enhance the video audio experience. However, Lifelike only has two microphones. To record 360-degree 3D audio, you need a VR audio recording device equipped with more microphones.

Professional and Consumer VR Audio Products

SoundPano beyond Lifelike is the product that Mori sounds for professional-grade VR audio recording, that is, it can be combined with panoramic video to provide the corresponding 3D audio according to the user's head rotation.

Sound Pano

According to reports, Sound Pano can achieve 8-channel 16-track 48K 26-bit lossless data acquisition, accurately capturing the direction, distance and trajectory of the sound source. With a stereo field sensing effect, it can restore the real sound field relationship. Its customized software also has a VR audio track system that supports 32 sound source objects on-screen real-time computing sound field, and has an independently developed HRTF algorithm.

This product, which costs as much as 30,000 yuan, is naturally quite different from one or two thousand panoramic sound recording devices on the market. According to Zhang Ruibo, Sound Pano uses the QB solution, and the consumer-level VR audio recording products usually use the FOA solution. Both are clearly different from the beginning to the end of the recording process.

In fact, VR audio is to reproduce the sound field in the scene, so that the user wearing the VR helmet feels the same sound in the scene, so the VR audio recording device will simulate the human's two ears to listen to the sound of the environment, Like the Lifelike mentioned above. The same applies to the products of the QB and FOA programs. The difference is the method and effect of both.

The FOA solution is very small, the most basic solution can be composed of only 4 microphones, so it can usually be integrated into a panoramic camera. It uses these 4 microphones to obtain 4 directions of sound, then synthesize 360 ​​degrees in all directions through the HRTF algorithm. sound. Most of the QB solutions are relatively large, because it involves the width of the simulated person's two ears, and the phase, loudness, etc. of the acquisition are required, so it is difficult to do small. In addition, as can be seen from the selling price, there is also a large gap between the two costs.

Of course, the sound effects of the two will be very different. Zhang Ruibo said that the FOA scheme has a relatively large distance from the QB scheme in terms of the degree of sound field solution and perception.

Xiao Bian also experienced the VR audio produced by the two schemes. It can be clearly seen that the sound of the QB scheme is more excellent in restoring the real sound of the scene.

However, QB and FOA are not competing, but they have a distinctly different market position. The former is accompanied by professional-grade panoramic cameras that cost hundreds of thousands of yuan, producing professional-grade VR film and television content; the latter is more. Applied in the UGC area to enhance the experience of content-captured panoramic cameras.

Make VR audio the standard for VR content

VR emphasizes immersion and achieves immersion. In addition to visually trying to reproduce a real scene (or creating a real world in a real world), hearing is also an important part of immersion.

High-quality VR video needs to synchronize the sound and picture. When the user looks around in a 360-degree space, the sound he hears should also be different, especially in a small space.

In addition to enhancing immersive sensibility, Zhang Ruibo said that VR audio can also become a tool for directors to guide users' sight. Since VR does not have a director's perspective, users can watch around in a 360-degree scene, and many VR movies are divided into scenes. Some directors use visual cues to guide users, but it is more natural to guide them with practical sounds, just like Xiao Bian's experience when he hears someone slamming back.

For the future, Zhang Ruibo hopes VR audio can become the standard for VR content. At present, VR audio has been widely adopted in VR games. Since the game is a pure CG production, the position of the object in space can be known very accurately, so it is much easier to integrate the sound and the picture. In contrast, VR video content requires professional VR audio recording equipment to achieve a sense of sound orientation and better immersion.

To make VR audio standard, in addition to professional- and consumer-grade recording devices, Mori also needs to have its own audio SDK supported by various content platforms (players). According to Zhang Ruibo, the first supported content platform is Orange VR, and the company is also negotiating with Youku VR and Storm Mirror.

Power Bank

With 15+ years manufacturing experience for phone accessories.

Supply various portable charger for iPhone, Airpods, laptop, radio-controlled aircraft ,laptop, car, medical device, mobile device, ect.

Avoiding your devices run out of charge, Portable Chargers to keep your mobile device going.

From the original ordinary power bank charger to wireless power bank, green energy solar power bank, magnetic mobile power, Portable Power Stations and other products continue to innovate.

We help 200+ customers create a custom mobile power banks design for various industries.

Portable Charger,Power Bank Charger,Mini Power Bank,Wireless Power Bank, Solar Power Bank

TOPNOTCH INTERNATIONAL GROUP LIMITED , https://www.mic11.com