After someone posted this to LinkedIn it showed up in my newsfeed, probably because I'm a nerd and LinkedIn knows it and also because I'm keen to know a lot about VR as it continues to be developed. Given my background experience in technology it's relieving to be able to watch a video on the subject and not get lost in the acronyms (VR means Virtual Reality. See? So smart). This video (which is definitely riveting and not at all narrated in a monotone style) outlines how AMD TrueAudio Next, a software, is used with a third-party audio plugin within a VR game scene to accelerate up to 32 simultaneous sound sources rendered with real-time acoustic indirect reflections, spatialization, ambisonics and blah blah blah techy techy techy.
The point is, we're seeing come really sophisticated softwares coming out and being compatible with other, not-so-old softwares to deliver some incredibly sophisticated audio realism. As an Instructional Designer, I'm very interested in the ways we can use technologies to immerse a learner and create a realistic learning experience, so I see VR as an amazing opportunity to connect remotely to learners.
Even the way this video is put together and posted to YouTube is an indication of the momentum in VR. There's not much care taken on production value and it's more about sharing the results of this technology with others. As the video plays, it also mentions how many other programs it works with, which is a critical engineering choice that invites more colloaboration and interest from outside parties, which is a good thing to me because it promotes more growth in the VR industry.
For more information on the AMD TrueAudio Next (TAN) and its role in the LiquidVR technology initiative, check out this link here.