A toolset from audio company Dysonics aims to streamline the process of building highly immersive audio for non-interactive projects like 360-degree videos.
The new Rondo360 software toolset compatible with Mac is now available for a free trial ahead of a $480 annual license (a PC version is planned for a later release). We tried a version of Dysonics technology in late 2015 that gave an early sampling of what it is like to have sound in a 360-degree video project change depending where you turn your head. In short, it is a massive upgrade and integral to drawing people into a 360-degree project.
Audio tools for VR have improved considerably over the last year or so, with Valve recently purchasing a company that allows it to offer Steam Audio for free to developers creating interactive experiences. Rondo360 is meant more for the creators working with 360-degree videos. With a subscription to the software, Dysonics says for a limited time the company will throw in the RondoMotion sensor you can attach to a pair of headphones, allowing creators to test motion-tracked video in front of their traditional audio workstation.
Audio engineers working with captured VR content should note the following set of features listed by Dysonics for Rondo360:
- Unlimited Audio Sources
- Full DAW support (AAX, VST, AU)
- MTB (Motion-Tracked Binaural) Encoder/Decoder
- Source Automation
- First Order Ambisonics Encoder (ACN / FuMa)
- First Order Ambisonics Decoder
- Universal Binaural Converter
- Advanced Room Modeling
- Best-in-Class Surround Sound Spatialization
- YouTube Ambisonics Decoder Preview
- RondoMotion Device Support for Real-time 360° Previewing
- Audio/Video Sync
We spoke with Dysonics co-founder and CTO Robert Dalton Jr. about the latest software and how it differs from existing toolsets.
“Our goal with Rondo360 is to streamline the content production process,” Dalton said. “You’re using your normal digital audio workstation, doing your normal audio post-production … then send it to Rondo360 that does spatialization. Then we export a final … there’s a lot of new things you can do that you couldn’t easily do before, so you’re able to create a richer and more immersive experience.”