My VBAP repository is for "personal" use, I'm not sure that I will ever publish an "official" release but everything should work ! I did this because there were bugs in the "official" implementation when using a very large number of loudspeakers and I couldn't solve the problem from the original code (I couldn't find the problem in fact...). If you want to be sure to have something durable I suggest you to use the abstraction p.vbap but the compiled externals are much more efficient. One last thing: there is no "spread" factor (MDBAP) but you can do it manually in Pd. The principles are explained in the paper Uniform Spreading Of Amplitude Panned Virtual Sources ( https://aaltodoc.aalto.fi/bitstream/handle/123456789/2345/article4.pdf) and the implementation is explained in Generic panning tools for MAX/MSP ( http://cnmat.org/ICMC2000/pdf/VBAP.pdf <(http://cnmat.org/ICMC2000/pdf/VBAP.pdf>). Cheers
2017-06-25 0:09 GMT+02:00 <[email protected]>: > Thanks Pierre! That's all great advice. I'm gonna dig into VBAP - it's > been awhile since I've messed with that. Maybe that will work better. > > I'll give your building repo a shot https://github.com/pierreguillot/vbap > > (unless you have OSX binaries?) > > but I also wonder about all these others: > > https://puredata.info/downloads/vbap/releases > > vbap-v0 on dekken > > https://sourceforge.net/projects/pure-data/files/libraries/vbap/ > > Thanks! > > -Jesse > > > > > On 2017-06-24 03:26, Pierre Guillot wrote: > > Hi Jesse, > > With Ambisonics, ideally your loudspeakers should discretize perfectly a > sphere, you should have your head at the exact center of this sphere, etc. > and perhaps if you forget that your head interferes and the loudspeakers > don't generate plane waves you'll be able to reconstruct a coherent sound > field... But to avoid these restrictions (because very few people have a > full sphere of loudspeakers - or want to ask the audience to be completely > crushed at the center of the sphere) there are several techniques : > optimizations of the energy and/or velocity vectors, optimizations of the > decoding, etc. The problem is that none of the solutions are completely > generic. Your choice must be driven by your approach and your goal.The > advantage of Ambisonics lies in its intermediary representation of the > sound field that allows to apply transformations (rotation or whatever) and > to decode for different loudspeakers configurations. But if you just want > to spatialize individuals point sources, you can also use VBAP that is > perhaps much more accessible. Nevertheless yes, you can surely find a way > to decode the sound field for two ring of loudspeakers with Ambisonics (we > can discuss it if you want). And one good rule is just to avoid placing > sources where the loudspeakers are missing. I don't know if I really answer > the question, I hope a bit :) > > Cheers, > > Pierre > >> Date: Fri, 23 Jun 2017 16:19:29 -0600 >> From: [email protected] >> To: [email protected] >> Subject: [PD] HOA / spatialization approaches for a hemisphere >> Message-ID: <[email protected]> >> Content-Type: text/plain; charset="utf-8" >> >> Hi List, >> >> I'm putting together a 32 channel HDLA and looking for spatialization >> advice. The configuration will be two rings, one higher than the other, >> and I've been thinking a bit smaller/closer to approximate a hemisphere. >> But that's flexible - they could be parallel rings if it simplifies >> things. >> >> I have some (limited) experience using HoaLibrary + PD for 2D ambisonics >> - so my initial thought was to try the 3d externals there - however I'm >> not sure if it actually makes sense to build an abstraction setup for a >> sphere of twice as many channels while limiting access to the upper >> hemisphere only. I'm assuming there would be some problems with that >> approach. >> >> I found a few papers on mixed-order ambisonics - by Chris Travis and >> also the AmbiX crew - but I'm not sure if there's away to implement that >> stuff with HoaLibrary. I'm also open to using different software if >> something else is recommended instead. >> >> Thanks for any advice! >> >> -Jesse > >
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