On 9 July 2013 01:03, Stefan Schreiber <[email protected]> wrote:
> J. Liles wrote:
>
>> 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).
>>
>
Interestingly, a bird is a very bad subject for testing height and
depth, especially if the perception is that it is flying. For most
people, flying birds in real life are always above and it is almost
impossible to shake that perceptual conviction off without other
non-audio cues. A recording made by my ex colleague, Tony Myatt, of
nesting seabirds, mad by sticking the Soundfield out on a pole from
the top of Bempton cliffs (a bird sanctuary on the cliffs about 60 km
from York) could _not_ be made to sound anything but "up" even though
most of the birds were down around the nesting sites.
>
> 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.)
>
It is very dependent on type of music. For music genres that are
mostly presented on stage or similar, there is probably no need for
down (or possibly even up!) as a panning location. But, there's a
whole world of other things out there from games to theatre and
museums and right through to electroacoustic composers who would at
one time or another find it useful or even artistically necessary. On
of the limitations we most regretted having to accept in The Morning
Line sculpture was that we could not move sounds much lower than -30
degrees from the horizontal. Nevertheless, we provided the composers
with the ability to pan sounds both above and below - and it was
used..
Dave
>> 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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--
--
As of 1st October 2012, I have retired from the University.
These are my own views and may or may not be shared by the University
Dave Malham
Honorary Fellow, Department of Music
The University of York
York YO10 5DD
UK
'Ambisonics - Component Imaging for Audio'
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