On Wed, Feb 24, 2010 at 09:04:37PM +0100, Jörn Nettingsmeier wrote: > you have to create the illusion > manually, with delay, eq treble rolloff to simulate air-damping, and > more reverb (unless you're mixing an outside scene). in theory, HOA > could do distance coding, but i don't know how to do that, yet. fons > might be able to point to some information, but i doubt it would be > worth the trouble at this point, as it's mostly about proximity effect > anyways (i.e. bass boost for close sources)...
Absolutely correct. The simple fact is that the direct sound of a REAL sound source doesn't contain any usable information about its distance at all (apart from HF damping), unless it is *very* close. 'Close' is expressed in wavelenghts, so any near-field effect will show up only at low frequencies. Except for very near sources, all distance perception in practice is the result of the sound interacting with the environment which will add reflections, and in confined spaces also reverb. To recreate a sound scene from scratch you have to add these as well to your mix, and with the correct timing. Adding just the early reflections, even without any obvious reverb effect at all, can make a mix 'glue together' by providing a subconscious reference frame to the listener. Julien's latest piece is a good example of that - just adding the early reflections of the CdS concert hall with jconvolver makes for a much more 'consistent' sound without altering the character of the mix. Ciao, -- FA O tu, che porte, correndo si ? E guerra e morte ! _______________________________________________ Linux-audio-dev mailing list [email protected] http://lists.linuxaudio.org/listinfo/linux-audio-dev
