Immersing your player with HRTFs
Stereophonic 3D is typically the most complex classic video game yet, but with VR, even more realistic audio is possible. Because of the data exposed through the constant tracking of the player's head, we can modify audio based on the exact position of both ears, instead of just the static head position. This modification is called a head-related transfer function (HRTF).
In this section, we'll modify our wall's audio source to be our first HRTF so we can demonstrate the capabilities and differences from 3D audio. We'll begin with Unity's simple first-party Oculus audio spatializer and then move onto Oculus's native spatializer plugin. Later, we'll create a soundscape for our level using HRTFs.
Sampling Unity's first-party HRTF
Unity features an extremely limited implementation of Oculus's HRTF spatializer that serves as a good place for getting started and hearing the subtle differences with HRTF audio.
To activate it, open the Edit menu, mouse over Project...