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
>
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