On Wed, 2010-07-21 at 20:19 +0200, Jörn Nettingsmeier wrote: > 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.
I guess the transit time issue for analog isn't solved. When I worked for Brauner we and SPL developed a surround microphone + SPL mixing console. IMO it's pure bullshit. http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/ICA5.jpg http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/asm5.jpg Perhaps today there is math for virtual effects, I don't know, but I would be very sceptic. _______________________________________________ Linux-audio-dev mailing list [email protected] http://lists.linuxaudio.org/listinfo/linux-audio-dev
