On Mon, Jul 8, 2013 at 5:03 PM, Stefan Schreiber <[email protected]>wrote:

> 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.
>

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.
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