Re: [Flightgear-devel] Positional sounds

2004-04-30 Thread Martin Spott
Giles Robertson wrote:

 So we put in a parameter that affects how directional the sound is,
 with different values for different viewpoints (tower, chase, cockpit).

O.k., I managed to understand  :-)
I think in this case it would be lerr error-prone to simply add a 3D
location relative to the aircraft (VRP or whatever) plus _one_ flag to
every sound-event that tells about the location of the event
(panel/cabin/airframe/not_on_this_aircraft). When you have this, then
the viewer can determine how to manipulate the sound in order to make
it suitable for the current view (and view direction),

Martin.
-- 
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Re: [Flightgear-devel] Positional sounds

2004-04-30 Thread Christian Mayer
David Megginson schrieb:
I think that the directional sound will be very interesting for external 
views, and might also be useful for near midair collisions, but in 
general, I don't think it's much use inside the cockpit.

The only cases I can think of where we need directional sound in the 
cockpit are the warning sounds (overkill) and the stewardess telling you 
dinner is ready - or was that my girlfriend?

CU,
Christian :)


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Re: [Flightgear-devel] Positional sounds

2004-04-29 Thread Jonathan Richards
On Thursday 29 Apr 2004 6:40 am, Martin Spott wrote:
 I _strongly_ support Arnt's idea of 3D coordinates for the sound/noise
 sources. To complete the picture I'd suggest binding the listener's ear
 positions to the view direction (implemented somewhere in the viewer
 mechanics in order to make it work in _every_ view that might be
 invented in the future). In the long run people will want to hear the
 left engine of a C310 from the _front_ when they turn the cockpit view
 to the left, they will want to have a realistic noise location on a
 walkaround or any other view that moves relative to the aircraft.

 You could also add noise to any stationary object on the ground - not
 that I'd want to make FlightGear as noisy as the real world 

Seconded - this is very important for first-person games [0], but it would be 
good to have, for instance surround wind noise, engine noise from the engine 
directions and ATIS speaking from the speakers.  Oh, hold on.  In a real 
plane, I've got headphones, haven't I...  Their purpose is to deaden ambient 
noise, and remove stereo cues from sound communications!

joke
Since the field-of-view control gives me a virtual telescope, can we have 
field-of listen zooming, to simulate directional parabolic ears?
/joke

Regards
Jonathan

[0] By which I mean, it has been done already for a number of OpenAL 
applications.

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Re: [Flightgear-devel] Positional sounds

2004-04-29 Thread Martin Spott
Jonathan Richards wrote:

 Seconded - this is very important for first-person games [0], but it would be 
 good to have, for instance surround wind noise, engine noise from the engine 
 directions and ATIS speaking from the speakers.  Oh, hold on.  In a real 
 plane, I've got headphones, haven't I...  Their purpose is to deaden ambient 
 noise, and remove stereo cues from sound communications!

Yep, but when you're sitting in your favourite light single and you
turn your head over to your co (or passengers) you'll still hear most
of the engine noise on your left ear - even with headset applied. If
something hits the aircraft during flight I assume you'll still notice
where the crash happened (I hope it will _never_ happen !!) by the
direction the noise comes from,

Martin.
-- 
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Re: [Flightgear-devel] Positional sounds

2004-04-29 Thread David Megginson
Martin Spott wrote:

Yep, but when you're sitting in your favourite light single and you
turn your head over to your co (or passengers) you'll still hear most
of the engine noise on your left ear - even with headset applied. If
something hits the aircraft during flight I assume you'll still notice
where the crash happened (I hope it will _never_ happen !!) by the
direction the noise comes from,
Personally, I've never noticed any sense of directional hearing while flying 
-- the engine and wind noise seeps into the aircraft all over the place, 
through vents, cracks in loose-fitting doors, etc. etc., and in such a small 
cabin, everything is going to echo and come from all sides anyway.  Turning 
my head does not seem to make a difference.

All the best,

David

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RE: [Flightgear-devel] Positional sounds

2004-04-29 Thread Giles Robertson
joke
AFAIK that isn't possible because the earpoint would change whether
you were looking at the ground in front or the air 10 miles away. What
shouldn't be hard is to take an audio feed from a different location
from the viewpoint, but not much might happen if the audio hasn't been
initialised because you aren't there yet ...
/joke
Giles

 -Original Message-
 From: Jonathan Richards [mailto:[EMAIL PROTECTED]
 Sent: 29 April 2004 08:44
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Positional sounds
 
 On Thursday 29 Apr 2004 6:40 am, Martin Spott wrote:
  I _strongly_ support Arnt's idea of 3D coordinates for the
sound/noise
  sources. To complete the picture I'd suggest binding the listener's
ear
  positions to the view direction (implemented somewhere in the viewer
  mechanics in order to make it work in _every_ view that might be
  invented in the future). In the long run people will want to hear
the
  left engine of a C310 from the _front_ when they turn the cockpit
view
  to the left, they will want to have a realistic noise location on a
  walkaround or any other view that moves relative to the aircraft.
 
  You could also add noise to any stationary object on the ground -
not
  that I'd want to make FlightGear as noisy as the real world 
 
 Seconded - this is very important for first-person games [0], but it
would
 be
 good to have, for instance surround wind noise, engine noise from the
 engine
 directions and ATIS speaking from the speakers.  Oh, hold on.  In a
real
 plane, I've got headphones, haven't I...  Their purpose is to deaden
 ambient
 noise, and remove stereo cues from sound communications!
 
 joke
 Since the field-of-view control gives me a virtual telescope, can we
have
 field-of listen zooming, to simulate directional parabolic ears?
 /joke
 
 Regards
 Jonathan
 
 [0] By which I mean, it has been done already for a number of OpenAL
 applications.
 


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Re: [Flightgear-devel] Positional sounds

2004-04-29 Thread Jim Wilson
David Megginson said:

 Martin Spott wrote:
 
  Yep, but when you're sitting in your favourite light single and you
  turn your head over to your co (or passengers) you'll still hear most
  of the engine noise on your left ear - even with headset applied. If
  something hits the aircraft during flight I assume you'll still notice
  where the crash happened (I hope it will _never_ happen !!) by the
  direction the noise comes from,
 
 Personally, I've never noticed any sense of directional hearing while flying 
 -- the engine and wind noise seeps into the aircraft all over the place, 
 through vents, cracks in loose-fitting doors, etc. etc., and in such a small 
 cabin, everything is going to echo and come from all sides anyway.  Turning 
 my head does not seem to make a difference.
 

Lower frequencies especially would be hard to detect direction anyway even
without the hard surfaces.  This reminds me of the engine out protocol on
light twins,  which seems to assume that you won't hear which engine is silent.

Best,

Jim


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Re: [Flightgear-devel] Positional sounds

2004-04-29 Thread David Megginson
Jim Wilson wrote:

Lower frequencies especially would be hard to detect direction anyway even
without the hard surfaces.  This reminds me of the engine out protocol on
light twins,  which seems to assume that you won't hear which engine is silent.
That's an excellent point -- there are several procedures for identifying 
which engine is out, and none of them has to do with directional sound. 
Essentially, the engine noise is transmitted through the entire airframe, 
and you're doing the equivalent of sitting inside a loudspeaker.

I think that the directional sound will be very interesting for external 
views, and might also be useful for near midair collisions, but in general, 
I don't think it's much use inside the cockpit.

All the best,

David

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RE: [Flightgear-devel] Positional sounds

2004-04-29 Thread Giles Robertson
That would argue for a variable for each viewpoint changing the
directionality of the sound (i.e the size of the magnitude of difference
between the speakers). Howe easy would this be to implement?

Giles

 -Original Message-
 From: David Megginson [mailto:[EMAIL PROTECTED]
 Sent: 29 April 2004 15:34
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Positional sounds
 
 Jim Wilson wrote:
 
  Lower frequencies especially would be hard to detect direction
anyway
 even
  without the hard surfaces.  This reminds me of the engine out
protocol
 on
  light twins,  which seems to assume that you won't hear which engine
is
 silent.
 
 That's an excellent point -- there are several procedures for
identifying
 which engine is out, and none of them has to do with directional
sound.
 Essentially, the engine noise is transmitted through the entire
airframe,
 and you're doing the equivalent of sitting inside a loudspeaker.
 
 I think that the directional sound will be very interesting for
external
 views, and might also be useful for near midair collisions, but in
general,
 I don't think it's much use inside the cockpit.
 
 
 All the best,
 
 
 David
 


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Re: [Flightgear-devel] Positional sounds

2004-04-29 Thread Martin Spott
Giles Robertson wrote:
 That would argue for a variable for each viewpoint changing the
 directionality of the sound (i.e the size of the magnitude of difference
 between the speakers).

No - at least not as long as I don't misunderstand your point  ;-)

From an engineers point of view (I _am_ an engineer but not a software
architect, so peopülemight disagree) it would be sufficient to give
each source of noise a 3D location and bind the listeners ears directly
to the viewpoint and -direction. The rest would be pretty simple
calculöaions of angle and distance,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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RE: [Flightgear-devel] Positional sounds

2004-04-29 Thread Giles Robertson
 Giles Robertson wrote:
  That would argue for a variable for each viewpoint changing the
  directionality of the sound (i.e the size of the magnitude of difference
  between the speakers).
 
 No - at least not as long as I don't misunderstand your point  ;-)

I'll give an example. In a fictional world, you are facing north, and can't turn, or 
anything. On your left, you have a one sound (A), and on the right, another (B). 

Should there be no reflection at all (and diffraction round to your ear will be 
minimal), you will get nearly all A sound through the left ear, and all B sound 
through the right ear.

Now imagine that you are sitting in a (vastly simplified) cockpit. Because it 
distributes sound, you can't hear where either A or B are coming from.

So we have at least two scenarios - one where all sounds are *only* heard from where 
they originate, and one where there's no directional sound (sounds are heard equally 
for all places).

Obviously, this is in fact a sliding scale from one to the other.

And in some scenarios (tower view) we are pretty close to one end of the scale, and in 
others (cockpit) we are pretty close to the other end.

So we put in a parameter that affects how directional the sound is, with different 
values for different viewpoints (tower, chase, cockpit).

What I don't know is how to implement this, because I've never used OpenAL.

Giles Robertson

 -Original Message-
 From: Martin Spott [mailto:[EMAIL PROTECTED]
 Sent: 29 April 2004 18:49
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Positional sounds
 
 
 From an engineers point of view (I _am_ an engineer but not a software
 architect, so peopülemight disagree) it would be sufficient to give
 each source of noise a 3D location and bind the listeners ears directly
 to the viewpoint and -direction. The rest would be pretty simple
 calculöaions of angle and distance,
 
 Martin.
 --
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --
 


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Re: [Flightgear-devel] Positional sounds

2004-04-28 Thread Arnt Karlsen
On Wed, 28 Apr 2004 19:54:41 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:

 I have added a way to position sounds in the cockpit via the 
 aircraft-sound.xml file.
 
 For any sound you can add:
 
position
 x-2.0/x
 y0.0/y
 z0.0/z
/position
 
 This positions a sound in cockpit coordinates.  -X is left, +X is 
 right, +Y is up, -Y is down, +Z is back, -Z is forward.  This should
 be a right hand coordinate system.

..by 'cockpit coordinates' you mean pilot coordinates, with the
origo between the pilots ears?  
Wouldn't the 3D model's coordinates be easier to use?  At least in the
long run, when people start making everthing making noises?

..FWIW, I saw an article (waaay back) on some BangOlufsen research on
audio engineering, where they wound up with a human head model as the
best microfone mount platform, to recreate almost the true acoustics of
the concert hall, church choir etc recordings, on playback on a stereo
rig in residental living room with those kinda acoustics.  
Some similar approach help us simulate the somewhat different sound you
hear say when moving to the right hand seat.

 Check out the c310 for an example.  I put all the left engine sounds
 out left and the right engine sounds to the right.
 
 Regards,
 
 Curt.
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Positional sounds

2004-04-28 Thread Frederic Bouvier
Curtis L. Olson wrote:

 I have added a way to position sounds in the cockpit via the 
 aircraft-sound.xml file.
 
 For any sound you can add:
 
position
 x-2.0/x
 y0.0/y
 z0.0/z
/position
 
 This positions a sound in cockpit coordinates.  -X is left, +X is 
 right, +Y is up, -Y is down, +Z is back, -Z is forward.  This should be 
 a right hand coordinate system.
 
 Check out the c310 for an example.  I put all the left engine sounds out 
 left and the right engine sounds to the right.

Do you plan to modify the listener position and orientation according
to the view settings ?

The positional effect is already great. Thanks for your efforts.

-Fred



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Re: [Flightgear-devel] Positional sounds

2004-04-28 Thread Martin Spott
Arnt Karlsen wrote:
 On Wed, 28 Apr 2004 19:54:41 -0500, Curtis wrote in message 
 [EMAIL PROTECTED]:

 I have added a way to position sounds in the cockpit via the 
 aircraft-sound.xml file.
[...]
 This positions a sound in cockpit coordinates.  -X is left, +X is 
 right, +Y is up, -Y is down, +Z is back, -Z is forward.  This should
 be a right hand coordinate system.

 Wouldn't the 3D model's coordinates be easier to use?  At least in the
 long run, when people start making everthing making noises?

I _strongly_ support Arnt's idea of 3D coordinates for the sound/noise
sources. To complete the picture I'd suggest binding the listener's ear
positions to the view direction (implemented somewhere in the viewer
mechanics in order to make it work in _every_ view that might be
invented in the future). In the long run people will want to hear the
left engine of a C310 from the _front_ when they turn the cockpit view
to the left, they will want to have a realistic noise location on a
walkaround or any other view that moves relative to the aircraft.

You could also add noise to any stationary object on the ground - not
that I'd want to make FlightGear as noisy as the real world 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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