DAW based VR audio content production?

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heisenberg9
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Re: DAW based VR audio content production?

Post by heisenberg9 »

Pretty sure at NAB 2017 we will see a lot of substantive progress and product reveals in VR Audio and Video. There was some at NAB 2016 but the audio piece had not been cracked at that point, at least in terms of immersive audio that follows your movements in a VR environment.
Andrew
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Nuendo 10.1.0
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Hardware related to issue tracking:
ASUS P9x79, i7-3930K CPU OC to 4.05 khz, 64 GB, combination of SSDs & HDs, Blackmagic Decklink Card with HD-SDI Monitor used in Nuendo, Firewire Card, MOTU Traveler mkIII, GTX 580 2 GB of VRAM with 2 Monitors, NVIDIA Driver 390.41 WHQL running on Windows 7 Pro 64 bit with eLicenser & iLok dongles.

For Issue tracking, the MIDI controllers used:
Mackie MCU+C4, X-Touch Compact, X-Station, nanoKEY2 for key switching & Steinberg TP, CH & AI

For issue tracking, brands or software instruments & effects commonly used:
VEPro 7, Vienna Instruments 2, MIR Pro & Suite; script heavy Kontakt Libraries such as Spitfire, Heavyocity, NI, Soniccouture, Sound Dust, also UVI Falcon & rewired Ableton Live 10, Max 7, Melodyne and Reason 8. EFX often used are by Lexicon PCM Reverbs & Effects, FabFilter, IRCAM Spat, SoundToys, Brainworks, (iZotope RX punted to the sideline), Eventide, Waves plugins, etc.

Yellowcab
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Re: DAW based VR audio content production?

Post by Yellowcab »

fuzzydude wrote:@Yellowcab - just wondering why Pyramix instead of Reaper?
Because we had a very experienced Pyramix operator available, whereas with Reaper we would have had to stumble through the dark quite a bit before we got the result we wanted.
Steven Ghouti
YELLOW CAB Studios
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11 x N7 PC - 3 Euphonix S5 - 1 Euphonix S5MC

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fuzzydude
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Re: DAW based VR audio content production?

Post by fuzzydude »

Yellowcab wrote:
fuzzydude wrote:@Yellowcab - just wondering why Pyramix instead of Reaper?
Because we had a very experienced Pyramix operator available, whereas with Reaper we would have had to stumble through the dark quite a bit before we got the result we wanted.
Ok, thanks :)
Comps+OS: PC's (Win 10 1903) - Mac Pro (Catalina) - MacBook Pro (Moave) I Nuendo 10 | Cubase Pro 10 I Wavelab 9.5 Pro

Puma0382
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Re: DAW based VR audio content production?

Post by Puma0382 »

Just seen, this announcement looks like an interesting development...
http://www.kvraudio.com/news/flux-annou ... tool-36026
System 1:- Win10 64bit, Gigabyte H81M m/board, Intel i7 4790 3.6Ghz, 16Gb RAM, NVIDIA GTX 750 Ti, 2 x 22" HD monitors; Steinberg UR44; Cubase Pro v10.5.20, WaveLab Pro v10.0.40, Studio One v4.6.1, Dorico Elements v3.5.10, Addictive Drums 2, Komplete 12, StylusRMX

System 2:- Win10 32bit, Q6600 2.4 Ghz, 4Gb RAM, NVIDIA GeForce 8400 GS, Delta 1010LT; Cubase Pro v8.0.40, WaveLab Pro v9.1.0, Komplete10, StylusRMX

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fuzzydude
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Re: DAW based VR audio content production?

Post by fuzzydude »

Will be keeping an eye out for that for sure. Thanks :)
Comps+OS: PC's (Win 10 1903) - Mac Pro (Catalina) - MacBook Pro (Moave) I Nuendo 10 | Cubase Pro 10 I Wavelab 9.5 Pro

Tronic
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Re: DAW based VR audio content production?

Post by Tronic »

Europe’s virtual reality sector has grown to nearly 300 companies...

When will we see Steinberg in the '3D Tools - Audio' group?

ColinPark
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Re: DAW based VR audio content production?

Post by ColinPark »

What about the new dearVR plugin? Doesn't this mean most of the work of getting Cubase into the VR space is already done? (Just need a wider bus for SOA/TOA export.)
Win 10 (64 bit), 3.5GHz i7-4770K, 32GB RAM, Sabertooth Z87, Samsung SSD 850 Pro 512GB, RME fireface UFX, Novation 61SL MkII keyboard controller, Yamaha HS7 monitors. Cubase Pro 10.5.20], HALion 6, HALion Symphonic Orchestra, Dark Planet; Ozone 8 Adv, Neutron 3 Adv, Rx7 Std; Sonarworks Ref 4; Melodyne Studio 4.2.4.001

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