{"id":6436,"date":"2022-10-02T08:14:52","date_gmt":"2022-10-02T06:14:52","guid":{"rendered":"https:\/\/www.vrtonung.de\/test-dummy-fuer-360-videos\/"},"modified":"2026-08-24T20:45:50","modified_gmt":"2026-08-24T18:45:50","slug":"test-dummy-for-360-videos","status":"publish","type":"post","link":"https:\/\/www.vrtonung.de\/en\/test-dummy-for-360-videos\/","title":{"rendered":"VR Test Video: Test Demo Dummy for 360 Videos"},"content":{"rendered":"","protected":false},"excerpt":{"rendered":"","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_yoast_wpseo_opengraph-image":"https:\/\/www.vrtonung.de\/wp-content\/uploads\/facebook_1200_630.png","_yoast_wpseo_opengraph-image-id":"","_yoast_wpseo_twitter-image":"https:\/\/www.vrtonung.de\/wp-content\/uploads\/twitter_1024_512.png","_yoast_wpseo_twitter-image-id":"","footnotes":""},"categories":[1],"tags":[134,139],"class_list":["post-6436","post","type-post","status-publish","format-standard","hentry","category-unkategorisiert","tag-3dof-en","tag-film-video-en"],"acf":{"remove_from_blog_overview":false,"alternative_title":"","previewimg":6413,"text":"Who knows the difference between Head-Locked and non-Head-Locked? Or what are the advantages of using the Head-Locked method and [link id=\"819\" text=\"Ambisonics\"]? In this article, you will find out!\r\n\r\nStrictly speaking, the focus here is on trying things out. Sometimes it\u2019s not that easy to get everything to work on VR glasses. My [link id=\"824\" text=\"Overview of 360 Video Players \"]gives you an idea that the devil is in the details.\r\n\r\nWith some videos, it\u2019s just not so clear whether the sound is really 3D [link id=\"6343\" text=\"audio\"] or not. Therefore I created a dummy video to find this out. So the video is not very pretty, but it serves its purpose. \r\n\r\nBelow are the links to download and try it yourself. Make sure to download the correct file format for optimal VR playback.\r\n\r\nI am happy about suggestions for improvement because there are now already several versions internally. But with the comparison [link id=\"4216\" text=\"head tracking\"] vs. head-locked mna can certainly improve et what.\r\n\r\n## What is a Test Demo Dummy?\r\n\r\nA test dummy, in this case, isn\u2019t a stand-in app or a simulated user. It\u2019s a short 360\u00b0 video built for one job: making it obvious, by ear, whether spatial audio is actually working.\r\n\r\nStereo, head-locked, and head-tracked Ambisonics all sound different once you put on a headset, but from watching a video you can rarely tell which one you\u2019re getting. So instead of describing the difference in the abstract, I built a dummy that walks you through it: the same voice and the same piece of music, played back once as head-locked and once as head-tracked Ambisonics, back to back.\r\n\r\nUse it to check your own player or headset the same way I use it to check mine: if head-tracking is working, the sound should stay anchored in the room when you turn your head. If it doesn\u2019t, something in your playback chain stripped the spatial information out.\r\n\r\n## What is head-locked audio?\r\n\r\nSimplified you could say that our good old stereo in [link id=\"824\" text=\"360 videos\"] is head-locked audio. However, it is only in combination with [link id=\"8879\" text=\"Spatial Audio\"] that we really talk about Head-Locked.\r\n\r\nWith head-locked, the audio signals are routed to discrete channels and are not placed in the scene. In stereo, channel 1 is for the left ear and channel 2 is for the right ear.\r\n\r\nThus the audio content moves with the listener, i.e. if the listener turns his head to the left, the sound turns to the left as well. So you always have to be a little careful how you phrase this. If the sound rotates with the listener, it actually remains unchanged, it is independent of the head movement.\r\n\r\nThe head-locked method is particularly suitable for voiceovers or, even better, for music. Usually, music is only available as stereo audio. However, there are much better variants for including [link id=\"5317\" text=\"music in 360 videos\"]. \r\n\r\nI personally avoid the head-locked track for various reasons. Head-locked audio is supported on various VR platforms and devices.\r\n\r\n[newsletter option: \"If you want to know more, you are in the right place in my newsletter\"]\r\n\r\n## Ambisonics\r\n\r\nHere, head tracking adapts the sound to the head movement in real-time. This is also referred to as scene-based. The sound sources are mentally anchored in the room. If you turn your head, the sounds stay where they are in the room, but the character of the sound changes for our ears.\r\n\r\nThere are several 3D audio formats that make this possible, as I\u2019ve already explained in the [link id=\"829\" text=\"Pros and cons for 360 videos \"]. In the world of VR videos, Ambisonics has established itself as a quasi-standard.\r\n\r\nI have already written quite a bit about Ambisonics on my blog. The post: [link id=\"819\" text=\"Ambisonics for Virtual Reality and 360\u00b0 Sound Field \"]describes the pros and cons and gives a small overview of the workflow. \r\n\r\nWhether it is first order or higher, be for this test once not too important. To fully experience Ambisonics audio, users need to insert their phone into the VR headset.\r\n\r\n## Benefits and Use Cases\r\n\r\nA dedicated test file like this saves you the guesswork of troubleshooting a real project: instead of uploading a finished video to YouTube or a VR headset and hoping the spatial audio survived, you check it against the dummy first and know immediately whether the problem is in your file or in the platform.\r\n\r\nA few situations where that\u2019s useful:\r\n\r\n- Before publishing a 360\u00b0 video, to confirm head-tracking survives the platform\u2019s re-encoding\r\n- When switching VR headsets or apps, to check whether they handle Ambisonics and head-locked audio the same way\r\n- When something in a finished VR project \u201csounds off\u201d, to isolate whether it\u2019s the source audio or the playback\r\n\r\n## Test Dummy\r\n\r\nThe Test Dummy can be accessed through various VR apps on Facebook and YouTube, allowing users to download, share, and play VR videos on different devices.\r\n\r\n### Facebook360\r\n\r\n[Facebook Video](https:\/\/fb.watch\/fpninBEy77\/)\r\n\r\n### Youtube VR Video\r\n\r\nAttention: On Youtube the video only runs with the Firefox browser.\r\n\r\nTo view the VR video, users can tap the headset icon in the YouTube app.\r\n\r\nThis version uses pure head-tracked Ambisonics, without any head-locked stereo layer.\r\n\r\n[ytvideo id=\"IURc99o8vQo\"]\r\n\r\n### Download\r\n\r\nIf you want, you can also download the video and load it on your VR headset.\r\n\r\nDownload link: [FileDownload](https:\/\/1drv.ms\/u\/s!AkF2zp19U4xkk_Q1bsnFIvVomXAJRg?e=mL2hBG)\r\n\r\nAlternatively, you can search for the Test Dummy video on various VR platforms like YouTube and Vimeo.\r\n\r\n### Script\r\n\r\nIn order to get a better idea of the structure and process of the dummy, the script is presented below. Suggestions for improvement are also welcome here. It is aimed at developers and beginners in the field of spatial audio. Since I experience again and again that the difference between head-locked and head-tracked is not clear.\r\n\r\n### Ambisonics: Voice Front\r\n\r\nAmbisonics sound is heard at 0\u00b0 azimuth and 0\u00b0 elevation, also what would be center with speakers. Time: approx. 0-15 seconds\r\n\r\nLOUDSPEAKER: \u201cHello and welcome to the 360 video demo test, if you turn your head you can still hear the audio from 0\u00b0. If you move your head to the left, you will hear the voice turning to the right. This simulates head tracking.\u201d\r\n\r\n### Ambisonics: voice rotates left\/right.\r\n\r\nAmbisonics sound rotates around the head, users are told to keep their heads still. Clockwise rotation around azimuth axis. Time: approx. 0-15 seconds\r\n\r\nSPEAKER: \u201cRotate your head backwards by 0\u00b0. As we proceed, we mix in music and let the audio content circle around your head. The rotation is horizontal, without altitude information.\r\n\r\n### Ambisonics: in the head\r\n\r\nOnly the first channel of Ambisonics will be used.\r\n\r\nLOUDSPEAKER: \u201cLet\u2019s forget about 3D audio for a moment. I am now a voice in your head. You can turn your head, but my voice remains the same. It is monophonic. This is useful for making it clear to users that a voice is not part of the scene, which is called non-diegetic. This is used for voice-overs like narrators, who are not invisible but tell more about the scene.\r\n\r\n### Head-Locked: Stereo\r\n\r\nMusic is heard that is obviously stereo. Time: SPEAKER: \u201cLet me play my favorite record. What you just heard is called head-locked audio. Move your head and you\u2019ll notice that the music moves with you \u2013 it\u2019s not placed in the scene. Head-locked audio is an optional stereo stream that can be used for voice-over, or better yet, stereo music.\u201d\r\n\r\nSound comes from the left.\r\n\r\nSPEAKER: \u201cWe\u2019re not limited to mono, so I can sit next to your ear. Now I\u2019m on the left and whispering to you\r\n\r\nSound comes from the right.\r\n\r\nSPEAKER: \u201cOr I can jump to the right and talk to you. Keep moving your head and I\u2019ll always stay on the right.\u201d\r\n\r\n### Combination: Ambisonics and Head-Locked 1\r\n\r\nA voice is heard again in the center, and the music is heard as Head-Locked.\r\n\r\nSPEAKER: \u201cNow you\u2019ve learned the difference between diegetic and non-diegetic. Or, head-tracked audio versus head-locked audio. Let\u2019s try both at the same time. You can listen to music that is not part of the scene as background music \u2013 that\u2019s where it\u2019s stored in the headphones. While you can hear my voice as part of the scene as if a person is talking to you.\r\n\r\n### Combination: Ambisonics and Head-Locked 2\r\n\r\nNow the other way around: voice in the head and music in the scene.\r\n\r\nSPEAKER: \u201cNow let\u2019s do it the other way around: I\u2019m not a voice in your head, so I\u2019m not part of the scene. But you can locate the music from the front. So move your head and the music will move around your head, while my voice is independent of where you\u2019re looking. That\u2019s typical of music scenes where you can hear a musician playing while a recording of an interview is playing.\u201d\r\n\r\n### Outro: Conclusion of the 360 video test.\r\n\r\nSPEAKER: \u201cThis was the demo test for 360 videos. We hope you learned something about the potential of head-tracking and head-locked audio. But this is just the beginning, contact Martin Rieger to create next-level experiences.\u201d\r\n\r\nThis version compares both directly: head-locked stereo against head-tracked Ambisonics, so you can hear the difference yourself.\r\n\r\n[ytvideo id=\"sJrrl9wt10w\"]\r\n\r\n### What\u2019s next?\r\n\r\nNow that the sound check is done and you have an idea of Ambisonics and other [link id=\"672\" text=\"virtual reality audio\"] formats, it\u2019s time to create quality content. I\u2019m happy to help you with that, just contact me:\r\n\r\n###Let's talk about your project\r\n\r\nAre you working on a VR experience and the audio still feels flat?\r\n\r\n[link id=\"155\" text=\"Get in touch \u2192\"]\r\n","related_articles":[856,844,819,4216]},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>VR Test Video: Test Demo Dummy for 360 Videos - VRTONUNG - 3D Audio - !<\/title>\n<meta name=\"description\" content=\"Who knows the difference between head-locked and non-head-locked? 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