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[Csnd] 3d audio: turning an audio source away from the listener

Date2018-09-16 18:35
From"Jeanette C."
Subject[Csnd] 3d audio: turning an audio source away from the listener
Hey hey,
I'd like to change the direction of an audio source in a 3d or stereo context. 
Assuming that the source is small enough so that the position doesn't need to 
change at all. Is there an approximation of how to change the sound to give 
the impression of a source turning?

Supposition: one could modulate the phase accordingly. But isn't there a 
filtering effect as well? If that is a part, an approximation would help. 
Linear would do. :)

Any other cues that might help the listener to form the image of a change in 
direction?

Best wishes,

Jeanette

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Date2018-09-16 19:08
FromRichard
SubjectRe: [Csnd] 3d audio: turning an audio source away from the listener
You might want to take the Doppler effect into account, so changing the 
pitch slightly depending on the direction.
And also filtering. I guess moving away not only makes the cound less 
loud, but also loses low frequencies...

Richard

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Date2018-09-16 19:12
From"Jeanette C."
SubjectRe: [Csnd] 3d audio: turning an audio source away from the listener
Sep 16 2018, Richard has written:

> You might want to take the Doppler effect into account, so changing the pitch 
> slightly depending on the direction.
thank you, I used that as well.
> And also filtering. I guess moving away not only makes the cound less loud, 
> but also loses low frequencies...
Hm, I would suspect that the signal looses high frequencies. But in
which way? Linear, quadratic/cubic. Is there a limit, factors that come
into it?
...

Best wishes,

Jeanette

-- 
  * Website: http://juliencoder.de - for summer is a state of sound
  * SoundCloud: https://soundcloud.com/jeanette_c
  * Youtube: https://www.youtube.com/channel/UCMS4rfGrTwz8W7jhC1Jnv7g
  * GitHub: https://github.com/jeanette-c
  * Twitter: https://twitter.com/jeanette_c_s

If only I could trade the fancy cars
For a chance today,
it's incomparable <3
(Britney Spears)

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Date2018-09-16 22:14
From"Peter P."
SubjectRe: [Csnd] 3d audio: turning an audio source away from the listener
AttachmentsNone  

Date2018-09-16 22:45
From"Jeanette C."
SubjectRe: [Csnd] 3d audio: turning an audio source away from the listener
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. I
haven't yet seen any spatial opcode or even a stereo one, which directly
models a directed sound source. 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?

Again thanks for your input and the new angle.

Best wishes,

Jeanette

-- 
  * Website: http://juliencoder.de - for summer is a state of sound
  * SoundCloud: https://soundcloud.com/jeanette_c
  * Youtube: https://www.youtube.com/channel/UCMS4rfGrTwz8W7jhC1Jnv7g
  * GitHub: https://github.com/jeanette-c
  * Twitter: https://twitter.com/jeanette_c_s

If only I could trade the fancy cars
For a chance today,
it's incomparable <3
(Britney Spears)

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Date2018-09-16 23:34
From"Peter P."
SubjectRe: [Csnd] 3d audio: turning an audio source away from the listener
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