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.
| 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): |
