J. Liles wrote:

On Mon, Jul 8, 2013 at 6:26 AM, Dave Malham <[email protected]> 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... _______________________________________________
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