J. Liles wrote:

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.

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
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