Re: [Sursound] Fwd: Non Mixer Spatializer Demo
On 9 July 2013 01:03, Stefan Schreiber st...@mail.telepac.pt wrote: J. Liles wrote: Still, during that demo, most of the time the crow was actually below the horizon due to the fact that I automated its flight path rather carelessly by clicking the mouse at random points on a Control Sequence in Non Timeline (and the automation input is not bound by the top-only constraint that the interface is). Interestingly, a bird is a very bad subject for testing height and depth, especially if the perception is that it is flying. For most people, flying birds in real life are always above and it is almost impossible to shake that perceptual conviction off without other non-audio cues. A recording made by my ex colleague, Tony Myatt, of nesting seabirds, mad by sticking the Soundfield out on a pole from the top of Bempton cliffs (a bird sanctuary on the cliffs about 60 km from York) could _not_ be made to sound anything but up even though most of the birds were down around the nesting sites. Two commentaries: - the representation of negative elevation is easily possible via headphones/binaural techniques. - Direct sound from down might be rare or not (but think about some walk in the woods wearing a prototype of Oculus Rift and a head-mounted camera... :-D ), but reverberation from down is just normal. (Floor/ground reflections.) It is very dependent on type of music. For music genres that are mostly presented on stage or similar, there is probably no need for down (or possibly even up!) as a panning location. But, there's a whole world of other things out there from games to theatre and museums and right through to electroacoustic composers who would at one time or another find it useful or even artistically necessary. On of the limitations we most regretted having to accept in The Morning Line sculpture was that we could not move sounds much lower than -30 degrees from the horizontal. Nevertheless, we provided the composers with the ability to pan sounds both above and below - and it was used.. Dave If you care to share your use-case for negative elevations--I'm ready and willing to be convinced of their utility. I was just planning to ignore the issue until such time as I reimplement the interface using OpenGL--where the ability to move the camera and display more visual cues to its orientation would make manipulating points over the entire sphere more usable. See above! Best, Stefan Schreiber P.S.: You need the Oculus camera add-on (TM) to avoid running against the trees, at least during a VR assisted walk in the woods. Even better if you stayed at home...___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound -- -- As of 1st October 2012, I have retired from the University. These are my own views and may or may not be shared by the University Dave Malham Honorary Fellow, Department of Music The University of York York YO10 5DD UK 'Ambisonics - Component Imaging for Audio' ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
It is very dependent on type of music. For music genres that are mostly presented on stage or similar, there is probably no need for down (or possibly even up!) as a panning location. You probably speak for the majority (about 'up') by I like listening to a 'tiered' orchestra in FOA/periphony ... and accept that is probably a personal idiosyncrasy. Michael ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
Matthew Palmer wrote: It's state is being just a thing in my head. I bought an Oculus and it still hasn't gotten here but I was picturing using maybe the Hydra Razer to make a tool for placing sounds with your hands. Ultimately, tools could be built where people built songs, it'd be really sweet to see like little kids making songs that way. Emailed Ico because I'm broke/in debt and don't have audio set-up or any programming experience. Found a person here in Richmond, VA to help with information coming from/to maxmsp. I'm trying to make a movie with my friends that's kind of idealized for Oculus viewers so we started talking with people building games/3d artifacts at the school and making friends so through them Ico whoever else is over there at VT, I figure we can get something done. I also thought maybe people who were already building similar things into open source might be interested in helping. Sounds like you are a really creative person! All the best! Stefan ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
Yeah, I hope it works out: thank you On Tuesday, July 9, 2013, Stefan Schreiber st...@mail.telepac.pt wrote: Matthew Palmer wrote: It's state is being just a thing in my head. I bought an Oculus and it still hasn't gotten here but I was picturing using maybe the Hydra Razer to make a tool for placing sounds with your hands. Ultimately, tools could be built where people built songs, it'd be really sweet to see like little kids making songs that way. Emailed Ico because I'm broke/in debt and don't have audio set-up or any programming experience. Found a person here in Richmond, VA to help with information coming from/to maxmsp. I'm trying to make a movie with my friends that's kind of idealized for Oculus viewers so we started talking with people building games/3d artifacts at the school and making friends so through them Ico whoever else is over there at VT, I figure we can get something done. I also thought maybe people who were already building similar things into open source might be interested in helping. Sounds like you are a really creative person! All the best! Stefan ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound -- next part -- An HTML attachment was scrubbed... URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20130709/eb414729/attachment.html ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
and 3) When youtube transcodes the video it adds an annoying click about once per second (I believe this is due to a mismatch between the camera's framerate and youtube's expectations. I would love to provide a theora/vorbis screencapture video instead, but, alas, I cannot find any tools that can capture screen activity and record audio via JACK in sync. Anyway, the poor quality of the video is not due to a lack of effort. Is putting it on your own site (HTML5 video tag : video.../video ) out of the question ... ? Good luck, anyway. Michael ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
Hi, This looks good - can't try it at the moment as I am away from my Linux machine but I do have a question - the user manual says The spatialization control may be visualized as moving the sound source across the surface of a hemispherical dome enclosing the listener but this implies only one hemisphere (presumably upper) in use as I can't see any way of switching to lower hemisphere. Dave On 7 July 2013 23:26, J. Liles malnour...@gmail.com wrote: Cross posting this here, as I don't know how many of you read LAU... - As many of you already know, Non Mixer (http://non.tuxfamily.org) has since its inception provided some cushy features for dealing with Ambisonics mixes. Lately I've been working on extending these features to the next level. This is a quick demonstration of the new Spatializer module and the associated Spatialization Console. What this does is provide synthetic distance cues as well as a cushy interface for placing sounds in virtual space. http://youtu.be/GVm5Jd1WDWw I'm hoping to have these new features ready for testing soon--but my free time is very limited. As always, donations are welcome and very much appreciated. (http://non.tuxfamily.org/wiki/Donations) A note about the video: Every time I try to make one of these screencasts, I run into the same problem: nothing works. Thus, I had to aim my video camera at the screen and record audio from my computer via line-out. This is problematic for a number of reasons. 1) I can only record stereo this way 2) my camera only samples audio at 32KHz and 3) When youtube transcodes the video it adds an annoying click about once per second (I believe this is due to a mismatch between the camera's framerate and youtube's expectations. I would love to provide a theora/vorbis screencapture video instead, but, alas, I cannot find any tools that can capture screen activity and record audio via JACK in sync. Anyway, the poor quality of the video is not due to a lack of effort. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound -- -- As of 1st October 2012, I have retired from the University. These are my own views and may or may not be shared by the University Dave Malham Honorary Fellow, Department of Music The University of York York YO10 5DD UK 'Ambisonics - Component Imaging for Audio' ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham dave.mal...@york.ac.uk wrote: Hi, This looks good - can't try it at the moment as I am away from my Linux machine but I do have a question - the user manual says The spatialization control may be visualized as moving the sound source across the surface of a hemispherical dome enclosing the listener but this implies only one hemisphere (presumably upper) in use as I can't see any way of switching to lower hemisphere. Dave Hi Dave. Don't worry--you have time to get to a Linux machine as the interface and effects in the demo have not been released yet. What's described in the documentation has been in Non Mixer for 5 years or so. Documenting the recent changes is still on my TODO list. That being said, currently the new interface shares the property of the old in only representing the top hemisphere. I've played around with multiple views to allow manipulation of negative elevation, but I decided that it was too confusing for the user, especially considering A) the extremely small number of people with periphonic rigs and B) the even smaller number of *musical* scenarios where a sound source should emanate from below the listener. Still, during that demo, most of the time the crow was actually below the horizon due to the fact that I automated its flight path rather carelessly by clicking the mouse at random points on a Control Sequence in Non Timeline (and the automation input is not bound by the top-only constraint that the interface is). If you care to share your use-case for negative elevations--I'm ready and willing to be convinced of their utility. I was just planning to ignore the issue until such time as I reimplement the interface using OpenGL--where the ability to move the camera and display more visual cues to its orientation would make manipulating points over the entire sphere more usable. Although the demo video shows the source positions being automated, that is not actually a very likely use case IMHO. It was merely done to highlight the effect. The actual use case is positioning instruments on a stage (such as an orchestra). ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
J. Liles wrote: On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham dave.mal...@york.ac.uk wrote: Hi, This looks good - can't try it at the moment as I am away from my Linux machine but I do have a question - the user manual says The spatialization control may be visualized as moving the sound source across the surface of a hemispherical dome enclosing the listener but this implies only one hemisphere (presumably upper) in use as I can't see any way of switching to lower hemisphere. Dave That being said, currently the new interface shares the property of the old in only representing the top hemisphere. I've played around with multiple views to allow manipulation of negative elevation, but I decided that it was too confusing for the user, especially considering A) the extremely small number of people with periphonic rigs and B) the even smaller number of *musical* scenarios where a sound source should emanate from below the listener. Still, during that demo, most of the time the crow was actually below the horizon due to the fact that I automated its flight path rather carelessly by clicking the mouse at random points on a Control Sequence in Non Timeline (and the automation input is not bound by the top-only constraint that the interface is). Two commentaries: - the representation of negative elevation is easily possible via headphones/binaural techniques. - Direct sound from down might be rare or not (but think about some walk in the woods wearing a prototype of Oculus Rift and a head-mounted camera... :-D ), but reverberation from down is just normal. (Floor/ground reflections.) If you care to share your use-case for negative elevations--I'm ready and willing to be convinced of their utility. I was just planning to ignore the issue until such time as I reimplement the interface using OpenGL--where the ability to move the camera and display more visual cues to its orientation would make manipulating points over the entire sphere more usable. See above! Best, Stefan Schreiber P.S.: You need the Oculus camera add-on (TM) to avoid running against the trees, at least during a VR assisted walk in the woods. Even better if you stayed at home... ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
On Mon, Jul 8, 2013 at 5:03 PM, Stefan Schreiber st...@mail.telepac.ptwrote: J. Liles wrote: On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham dave.mal...@york.ac.uk wrote: Hi, This looks good - can't try it at the moment as I am away from my Linux machine but I do have a question - the user manual says The spatialization control may be visualized as moving the sound source across the surface of a hemispherical dome enclosing the listener but this implies only one hemisphere (presumably upper) in use as I can't see any way of switching to lower hemisphere. Dave That being said, currently the new interface shares the property of the old in only representing the top hemisphere. I've played around with multiple views to allow manipulation of negative elevation, but I decided that it was too confusing for the user, especially considering A) the extremely small number of people with periphonic rigs and B) the even smaller number of *musical* scenarios where a sound source should emanate from below the listener. Still, during that demo, most of the time the crow was actually below the horizon due to the fact that I automated its flight path rather carelessly by clicking the mouse at random points on a Control Sequence in Non Timeline (and the automation input is not bound by the top-only constraint that the interface is). Two commentaries: - the representation of negative elevation is easily possible via headphones/binaural techniques. In that case, I hazard to guess that the number of people with the time and skills to convert B-Format to an HRTF of their own head is similar to the number of people with periphonic ambisonics rigs. Seriously though, can you point me to some free-software for generating HRTF output from B-Format? Because I could use some. - Direct sound from down might be rare or not (but think about some walk in the woods wearing a prototype of Oculus Rift and a head-mounted camera... :-D ), but reverberation from down is just normal. (Floor/ground reflections.) Excellent point, however, the panning of a sound source is only incidentally related to the direction of the reflections. Nothing's to stop a reverb from doing what it does, regardless of whether or not a source can be panned below the equator. But anyway, the purpose here is not to craft virtual walks in the woods (I'm sure there are other tools for that, Blender's new 3D sound objects come to mind). The purpose of this work is to produce music. -- next part -- An HTML attachment was scrubbed... URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20130708/ed7f1867/attachment.html ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
J. Liles wrote: On Mon, Jul 8, 2013 at 5:03 PM, Stefan Schreiber st...@mail.telepac.ptwrote: J. Liles wrote: On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham dave.mal...@york.ac.uk wrote: Hi, This looks good - can't try it at the moment as I am away from my Linux machine but I do have a question - the user manual says The spatialization control may be visualized as moving the sound source across the surface of a hemispherical dome enclosing the listener but this implies only one hemisphere (presumably upper) in use as I can't see any way of switching to lower hemisphere. Dave That being said, currently the new interface shares the property of the old in only representing the top hemisphere. I've played around with multiple views to allow manipulation of negative elevation, but I decided that it was too confusing for the user, especially considering A) the extremely small number of people with periphonic rigs and B) the even smaller number of *musical* scenarios where a sound source should emanate from below the listener. Still, during that demo, most of the time the crow was actually below the horizon due to the fact that I automated its flight path rather carelessly by clicking the mouse at random points on a Control Sequence in Non Timeline (and the automation input is not bound by the top-only constraint that the interface is). Two commentaries: - the representation of negative elevation is easily possible via headphones/binaural techniques. In that case, I hazard to guess that the number of people with the time and skills to convert B-Format to an HRTF of their own head is similar to the number of people with periphonic ambisonics rigs. Seriously though, can you point me to some free-software for generating HRTF output from B-Format? Because I could use some. No I can't (for the moment), it is also not my obligation. I only wanted to point out that binaural in any form doesn't include any upper/lower hemishere restrictions. If you use personal or common HRTF datasets doesn't really matter. HT (head tracking) is also irrelevant, because binaural is full-sphere. (Like Ambisonics.) (Speaking about HT: Be aware that HT for video glasses and VR devices - this was the Oculus Rift example - is going more and more mainstream. Sensors/gyroscope devices are widely available, relative GPS would allow movement tracking in real or virtual space. We audio people are just a bit behind, probably because surround sound looks esoteric, and you won't use some $100 sensors for advanced headphones ) I might look during the next days if I find some (public) B format --- binaural/HRTF stuff which might interest you. And yet I hope that our Ambisonics specialists here will provide the information way faster than I ever could. - Direct sound from down might be rare or not (but think about some walk in the woods wearing a prototype of Oculus Rift and a head-mounted camera... :-D ), but reverberation from down is just normal. (Floor/ground reflections.) Excellent point, however, the panning of a sound source is only incidentally related to the direction of the reflections. Nothing's to stop a reverb from doing what it does, regardless of whether or not a source can be panned below the equator. But anyway, the purpose here is not to craft virtual walks in the woods (I'm sure there are other tools for that, Blender's new 3D sound objects come to mind). The purpose of this work is to produce music. I am aware that musical sources usually don't come from down, but this is maybe related to the fact that (most) musical sources are actually coming from the front. (Please, no new discussions about DWMM, this is just an observation by some stupid musician. O:-) I have been in jazz clubs, been in flamenco caves etc. etc., and mostly... ) Beyond music: If you imagine a Formula 1 game, the car and gear noises should clearly come from the lower hemisphere, not the upper one! ;-) (Unless you lost control and the car turned over... I hope you are a good driver! ) Best, Stefan ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
Would you be interested in helping build tools for the Oculus Rift? I pitched a proposal for a tool to Ico Bukvik at Virginia Tech ( http://www.icat.vt.edu/) and he was interested in helping. I can email you more. - matt On Mon, Jul 8, 2013 at 9:12 PM, Stefan Schreiber st...@mail.telepac.ptwrote: J. Liles wrote: On Mon, Jul 8, 2013 at 5:03 PM, Stefan Schreiber st...@mail.telepac.pt wrote: J. Liles wrote: On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham dave.mal...@york.ac.uk wrote: Hi, This looks good - can't try it at the moment as I am away from my Linux machine but I do have a question - the user manual says The spatialization control may be visualized as moving the sound source across the surface of a hemispherical dome enclosing the listener but this implies only one hemisphere (presumably upper) in use as I can't see any way of switching to lower hemisphere. Dave That being said, currently the new interface shares the property of the old in only representing the top hemisphere. I've played around with multiple views to allow manipulation of negative elevation, but I decided that it was too confusing for the user, especially considering A) the extremely small number of people with periphonic rigs and B) the even smaller number of *musical* scenarios where a sound source should emanate from below the listener. Still, during that demo, most of the time the crow was actually below the horizon due to the fact that I automated its flight path rather carelessly by clicking the mouse at random points on a Control Sequence in Non Timeline (and the automation input is not bound by the top-only constraint that the interface is). Two commentaries: - the representation of negative elevation is easily possible via headphones/binaural techniques. In that case, I hazard to guess that the number of people with the time and skills to convert B-Format to an HRTF of their own head is similar to the number of people with periphonic ambisonics rigs. Seriously though, can you point me to some free-software for generating HRTF output from B-Format? Because I could use some. No I can't (for the moment), it is also not my obligation. I only wanted to point out that binaural in any form doesn't include any upper/lower hemishere restrictions. If you use personal or common HRTF datasets doesn't really matter. HT (head tracking) is also irrelevant, because binaural is full-sphere. (Like Ambisonics.) (Speaking about HT: Be aware that HT for video glasses and VR devices - this was the Oculus Rift example - is going more and more mainstream. Sensors/gyroscope devices are widely available, relative GPS would allow movement tracking in real or virtual space. We audio people are just a bit behind, probably because surround sound looks esoteric, and you won't use some $100 sensors for advanced headphones ) I might look during the next days if I find some (public) B format --- binaural/HRTF stuff which might interest you. And yet I hope that our Ambisonics specialists here will provide the information way faster than I ever could. - Direct sound from down might be rare or not (but think about some walk in the woods wearing a prototype of Oculus Rift and a head-mounted camera... :-D ), but reverberation from down is just normal. (Floor/ground reflections.) Excellent point, however, the panning of a sound source is only incidentally related to the direction of the reflections. Nothing's to stop a reverb from doing what it does, regardless of whether or not a source can be panned below the equator. But anyway, the purpose here is not to craft virtual walks in the woods (I'm sure there are other tools for that, Blender's new 3D sound objects come to mind). The purpose of this work is to produce music. I am aware that musical sources usually don't come from down, but this is maybe related to the fact that (most) musical sources are actually coming from the front. (Please, no new discussions about DWMM, this is just an observation by some stupid musician. O:-) I have been in jazz clubs, been in flamenco caves etc. etc., and mostly... ) Beyond music: If you imagine a Formula 1 game, the car and gear noises should clearly come from the lower hemisphere, not the upper one! ;-) (Unless you lost control and the car turned over... I hope you are a good driver! ) Best, Stefan __**_ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/**mailman/listinfo/sursoundhttps://mail.music.vt.edu/mailman/listinfo/sursound -- next part -- An HTML attachment was scrubbed... URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20130708/50b22183/attachment.html ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound
Re: [Sursound] Fwd: Non Mixer Spatializer Demo
It's state is being just a thing in my head. I bought an Oculus and it still hasn't gotten here but I was picturing using maybe the Hydra Razer to make a tool for placing sounds with your hands. Ultimately, tools could be built where people built songs, it'd be really sweet to see like little kids making songs that way. Emailed Ico because I'm broke/in debt and don't have audio set-up or any programming experience. Found a person here in Richmond, VA to help with information coming from/to maxmsp. I'm trying to make a movie with my friends that's kind of idealized for Oculus viewers so we started talking with people building games/3d artifacts at the school and making friends so through them Ico whoever else is over there at VT, I figure we can get something done. I also thought maybe people who were already building similar things into open source might be interested in helping. On Mon, Jul 8, 2013 at 11:28 PM, Stefan Schreiber st...@mail.telepac.ptwrote: Matthew Palmer wrote: Would you be interested in helping build tools for the Oculus Rift? I pitched a proposal for a tool to Ico Bukvik at Virginia Tech ( http://www.icat.vt.edu/) and he was interested in helping. I can email you more. - matt They will have to think more about the audio output(s) of the Oculus Rift, at least for the CE version. (I would go for some mixed approach. Include some earbugs, but include also the necessary interfaces for serious headphones, surround processors etc.) What is the current state of development? Best, Stefan P.S.: And because of 1000 Hz HT, we finally would have some HT research device for the demonstration of convincing surround reproduced and listened to on headphones. Which I have proposed some (ages) years ago. (The point was that the existing solutions from say Smyth Research or Beyer were way too expensive for any normal or CE market, then. Times are changing. Of course, we don't know yet if the University of York would invest into some $300 high tech HT device like the Oculus Rift, but maybe some of the student would accept that his/her OR is being used for scientific reasons as 3D audio reproduction tracker/processor, when he/she is not playing games:-D ) P.S. 2: And of course, you could do the same for less than $300, but then you would have to design your own headphone without (double) LCD display. Initial prototypes used a Hillcrest 3DoF http://en.wikipedia.org/wiki/** 3DoF http://en.wikipedia.org/wiki/3DoF head tracker that is normally 120 Hz, with a special firmware that John Carmack requested which makes it run at 250 Hz, tracker latency being vital due to the dependency of virtual reality's realism on response time. The latest version includes Oculus' new 1000 Hz Adjacent Reality Tracker that will allow for much lower latency tracking than almost any other tracker. It uses a combination of 3-axis gyros http://en.wikipedia.org/wiki/**Gyroscopehttp://en.wikipedia.org/wiki/Gyroscope, accelerometers http://en.wikipedia.org/wiki/**Accelerometerhttp://en.wikipedia.org/wiki/Accelerometer, and magnetometers http://en.wikipedia.org/wiki/**Magnetometerhttp://en.wikipedia.org/wiki/Magnetometer, which make it capable of absolute (relative to earth) head orientation tracking without drift.[20] http://en.wikipedia.org/wiki/** Oculus_Rift#cite_note-**update11-20http://en.wikipedia.org/wiki/Oculus_Rift#cite_note-update11-20[25] http://en.wikipedia.org/wiki/**Oculus_Rift#cite_note-AutoFU-**1-25http://en.wikipedia.org/wiki/Oculus_Rift#cite_note-AutoFU-1-25 http://en.wikipedia.org/wiki/**Oculus_Rifthttp://en.wikipedia.org/wiki/Oculus_Rift I could imagine how I would design my own HT headphone... ( Top secret NSA/GCHQ tag Don't tell Ambisonics researchers ) :-D On Mon, Jul 8, 2013 at 9:12 PM, Stefan Schreiber st...@mail.telepac.pt wrote: J. Liles wrote: On Mon, Jul 8, 2013 at 5:03 PM, Stefan Schreiber st...@mail.telepac.pt wrote: J. Liles wrote: On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham dave.mal...@york.ac.uk wrote: Hi, This looks good - can't try it at the moment as I am away from my Linux machine but I do have a question - the user manual says The spatialization control may be visualized as moving the sound source across the surface of a hemispherical dome enclosing the listener but this implies only one hemisphere (presumably upper) in use as I can't see any way of switching to lower hemisphere. Dave That being said, currently the new interface shares the property of the old in only representing the top hemisphere. I've played around with multiple views to allow manipulation of negative elevation, but I decided that it was too confusing for the user, especially considering A) the extremely small number of people with periphonic rigs and B) the even smaller number of *musical* scenarios where a sound source should emanate from below the listener. Still,