Spatial Audio II

  • In this lesson, the concept of spatial audio is explored. This is the second part of a two-part series focusing on the basics of object based audio, such as Dolby Atmos. Additionally, the technique of Vector-Based Amplitude Panning is explained to deepen the technical understanding of object based audio. These examples use Head-Related Transfer Functions to emulate a spatial experience on standard headphones and build the fundamentals of binaural rendering.

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Author:Tom SchmidORCiD, Alexander von HoffmannORCiD
URL / DOI:https://smart.vhb.org/edu-sharing/components/collections?scope=EDU_ALL&id=2226ea47-87ac-443a-a6ea-4787ac643add
Subtitle (German):Lesson 4
Publisher:Virtuelle Hochschule Bayern
Document Type:Course Material
Language:English
Date of first Publication:2026/02/23
Release Date:2026/04/20
Tag:Game Audio; Game Design; Sounddesign; UX Sound
institutes:Fakultät für Elektrotechnik Feinwerktechnik Informationstechnik
Ohm User Experience Center (Ohm-UX)
Technologietransferzentrum Nürnberger Land
Licence (German):Keine Lizenz - Deutsches Urheberrecht gilt
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