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 <[email protected]>wrote: > 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 > > ______________________________**_________________ > Sursound mailing list > [email protected] > https://mail.music.vt.edu/**mailman/listinfo/sursound<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/20130708/50b22183/attachment.html> _______________________________________________ Sursound mailing list [email protected] https://mail.music.vt.edu/mailman/listinfo/sursound
