Sounds like you want spatialization on a plane through 8 speakers positioned on a circle?
So you need to convert any cartesian locations to polar coords first. For an approximate 3D sound effect you really only need a function to create distance (and Doppler?) effects, and then feed that output, and the angle into the planner. The Doppler effects are the trickiest obviously. Last time I checked, real time pitch shifting as a function of change in distance was best done in the Fourier domain. Not sure how real time that is these days. Distance effects are just inverse square of distance (or 1/ d^1.5 according to some). Then add filters for high and low frequencies. Constant power panning and variants popular and easy for speakers on a circle. There's pseudo code in this book from memory: Dodge, Charles; Jerse, Thomas A. 1997 Computer music : synthesis, composition, and performance. 2nd ed. New York : Schirmer Books ; London : Prentice Hall International. Cheers On Tue, Sep 10, 2019, 3:10 PM Alexandre Torres Porres <[email protected]> wrote: > Em ter, 10 de set de 2019 às 16:42, Roman Haefeli <[email protected]> > escreveu: > >> Do you need the flexibility that Ambisoncis gives you? >> > > doubt it. > > >> Would like to be able to switch between 2D and 3D with the same system? > > > nope > > >> I'm not sure if what you want is different from >> [else/pan4~], but with 8 channels... >> > > yeah, all I want is expand it to 8 channels, and I'm gonna call it > [else/pan8~] > > I'll let the other experts deal with "true spatilization" and people can > just use these more sophisticated libraries for that. > > > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > https://lists.puredata.info/listinfo/pd-list >
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