* Jeanette C. [2018-09-16 23:45]: > Sep 16 2018, Peter P. has written: > ... > > Now if these are reflective > > surfaces aka walls of a room, the reflections would get louder in > > relation to the direct sound. This could be modelled. As reflections > > mostly absorb higher frequencies more than lower ones these, this > > filtering can be taken into account as well. > ... > Hi Peter, > thanks for your reply. I guess this effect could be modelled if I worked > from scratch. Considering that I might need realtime execution, I'd > rather go with existing models and for some aspects approximation. Possibly just dial up the volume of an early reflections reverb as the source is supposed to "turn away", and reduce the dry sound. Means, adjust the dry/wet balance of a reverb. Possibly in combination with some slight panning of the reverb returns to give the impression that something twists. > I > haven't yet seen any spatial opcode or even a stereo one, which directly > models a directed sound source. Not in CS, but I think spat~ allows to divide a mono sound source into a directional and omnidirectional part, which are then processed separately if I am not mistaken. >As far as I'm aware all sources in these > cases are unidirectional point sources. Maybe I'm making too much of the > filtering anyway and its effect is also to be dismissed? Otherwise: what > cutoff frequency curve am I looking at? Depends on the absorption coefficient of the material the walls are supposed to be made of. Ignore this and go by ear perhaps? Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here