Oculus Quest Development

All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.

VR Audio Glossary

Definitions of technical terms VR audio terms.

TermDefinition
AnechoicProducing no echoes; very low or no reverberation.
AmbisonicA 360-degree sound format that is speaker-independent. Oculus uses AmbiX B-format ambisonics with four channels ordered WYZX.
AttenuationA loss of energy; in acoustics, typically a reduction in volume.
Direct SoundSound that has traveled directly to the listener without reflecting (versus reverberant sound).
Early ReflectionsReflected sounds that arrive relatively soon at a listener’s location (i.e., before Late Reflections).
Head-Related Impulse Response (HRIR)A formal characterization of the effect of sound interacting with the geometry of a particular human body. Used to create head-related transfer functions.
Head-Related Transfer Function (HRTF)A transformation of an acoustic signal using a head-related impulse response. Used to simulate the effects of interaction of a sound originating from a specific direction with the geometry of a particular human body.
Head ShadowingThe attenuation of sound caused by the head lying between an ear and the sound source.
Initial Time DelayThe interval between the arrival of a direct sound and its first reflection.
Interaural Level Difference (ILD)The difference in a sound’s level or volume between the two ears.
Interaural Time Difference (ITD)The length of the interval between when a sound arrives at the first ear and when it arrives as the second ear.
Late ReflectionsReflected sounds that arrive relatively late at a listener’s location (i.e., after early reflections).
Motion ParallaxWhen moving objects are father from a perceiver, their apparent speed of travel decreases; for example, a moving airplane on the horizon appears to be traveling more slowly than a nearby car. The apparent rate of travel of an object can therefore be used as a distance cue.
PinnaeThe visible portion of the ear that lies outside the head.
Reverberant SoundSound that has reflected or reverberated before arriving at a listener’s location (versus direct sound).
ReverberationThe reflection of sound off of a surface, or the temporary persistence of sound in a space caused by reverberation.
Sound Localization1. The process of determining the location of a sound’s origin; or 2. the suggestion of an object’s location based on the manipulation of auditory cues.
Sound SpatializationThe representation of a sound within three-dimensional space.