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What’s Spacial (3D) Audio?
It is the phenomenon of transforming sound waves (using head-related transfer functions or HRTF filters and cross-talk cancellation techniques) to mimic natural sound waves, which emanate from a point in a 3-D space. It allows trickery of the brain using the ears and auditory nerves, pretending to place different sounds in different 3-D locations upon hearing the sounds, even though the sounds may just be produced from just 2 speaker — Wikipedia
What’s wrong with the current solutions?
Too many knobs, dials, switches, and buttons. Take look at Dolby Atmos Renderer (a tool used by audio engineers to place sounds spatially):
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In many cases, this level of fine-tuned precision is eventually needed, but what if we just wanted to get a quick idea down, or wanted to change multiple sound placements quickly? We’d find ourselves fiddling with many controls; taking us out of the zone and potentially losing the creative spark in the processes.
So, what’s DAX?
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How I built it
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Challenges I ran into (spoiler: a lot)
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Accomplishments I’m proud of
Just that we got it working, we just wanted to see if it's possible.
What I learned
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What's next?
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Team Information
- Michael Palladino