On 07/21/2010 08:56 PM, JohnLM wrote:
If I code program to handle attenuation of sounds depending on their source (emitter) position in virtual 3D space, I guess then there's no simple way to relate the effect to real world. How this is usually handled?
you reduce the level with distance (amount depends on whether you are in the near or far field and whether you have a point, line or planar source), and attenuate the high frequencies to simulate air damping. if you're in an enclosed space, you'd also want to take into account the dry-to-reverb ratio, and ideally simulate correct early reflections.
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