[Csnd] Re: Re: Re: Re: Re: Re: Re: spatialisation for headphones
Date | 2008-05-28 03:35 |
From | "Art Hunkins" |
Subject | [Csnd] Re: Re: Re: Re: Re: Re: Re: spatialisation for headphones |
Luis (et al): I'm a big fan of ambisonics, and code all my works in it for the reasons you mention. However, I've used bformenc instead of spat3d. Assoming I'm using free field spatialization (no room acoustics or doppler), do you see any advantage to spat3d? Art Hunkins ----- Original Message ----- From: "luis jure" |
Date | 2008-05-28 04:29 |
From | luis jure |
Subject | [Csnd] Re: Re: Re: Re: Re: Re: Re: Re: spatialisation for headphones |
El Tue, 27 May 2008 22:35:20 -0400 "Art Hunkins" |
Date | 2008-06-02 08:22 |
From | DavidW |
Subject | [Csnd] Re: spatialisation for headphones |
There's also a model out there somewhere which offers the most interesting (IMO) headphone option. It permits the encoding of signals into a virtual ambisonic space and then reflects it back into HRTF encoding for listening. It was a Masters thesis at York (UK), as I remember. Anyone remember it? David. On 28/05/2008, at 1:29 PM, luis jure wrote: > El Tue, 27 May 2008 22:35:20 -0400 > "Art Hunkins" |
Date | 2008-06-02 17:17 |
From | "Brad Fuller" |
Subject | [Csnd] Re: Re: spatialisation for headphones |
Attachments | None |
Date | 2008-06-03 09:27 |
From | briancarty |
Subject | [Csnd] Re: Re: spatialisation for headphones |
Yes, this paper describes the method well. I have written an article implementing this method as a UDO. It will hopefully appear in the next edition of the journal. Brad Fuller-5 wrote: > > > There is a paper entitled: > > "A 3D AMBISONIC BASED BINAURAL SOUND REPRODUCTION SYSTEM" > by > "MARKUS NOISTERNIG, ALOIS SONTACCHI, THOMAS MUSIL, AND ROBERT HÖLDRICH" > Institute of Electronic Music and Acoustics, > University of Music and Dramatic Arts, Graz, Austria > -- View this message in context: http://www.nabble.com/spatialisation-for-headphones-tp17468535p17618633.html Sent from the Csound - General mailing list archive at Nabble.com. |
Date | 2008-06-03 09:38 |
From | briancarty |
Subject | [Csnd] Re: Re: Re: Re: Re: Re: Re: Re: spatialisation for headphones |
The kord parameters refer to the order of the ambisonic encode... Higher order = more accurate spatialisation. So, the example in the menu fades from second order (better spatialisation) to zero order. luis jure wrote: > > > mmm... i'm not sure i understand the kord0 and kord1 arguments in > bformenc. > -- View this message in context: http://www.nabble.com/spatialisation-for-headphones-tp17468535p17618822.html Sent from the Csound - General mailing list archive at Nabble.com. |
Date | 2008-06-04 11:46 |
From | Julien Claassen |
Subject | [Csnd] Re: Re: Re: Re: Re: Re: Re: Re: Re: spatialisation for headphones |
Hi! Sorry, Ive been out of it for so long. Thanks for all the responses. I also would like to see the hrtf-based model in a csound opcode/udo. Very much so! Btw.: I got my results a bit better, by using another udo stereoBformat.udo. A bit more hilbert in there, than I used. OK: 100% more hilbert. :-) Kindest regards Julien -------- Music was my first love and it will be my last (John Miles) ======== FIND MY WEB-PROJECT AT: ======== http://ltsb.sourceforge.net the Linux TextBased Studio guide ======= AND MY PERSONAL PAGES AT: ======= http://www.juliencoder.de |
Date | 2008-06-04 11:53 |
From | Julien Claassen |
Subject | [Csnd] Re: Re: Re: Re: Re: Re: Re: Re: Re: spatialisation for headphones |
Hi again! One thing about the spatialisation I'm rendering at the moment. Is it usual, that it takes VERY long? Here's an excerpt from my orc: *** cut *** a1, a2 soundin "t2.wav" a1 = a1 *9 a2 = a2 *9 denorm a1, a2 aW1, aX1, aY1, aZ1 spat3d a1, 4.5, 3.5, 1.7, 0.2, 1, 4, 2, 8 aW2, aX2, aY2, aZ2 spat3d a2, -4.5, 3.5, 1.7, 0.2, 1, 4, 2, 8 aw = aW1 + aW2 ax = aX1 + aX2 ay = aY1 + aY2 az = aZ1 + aZ2 aL, aR stereoBformat aw, ax, ay, az outs aL, aR *** cut *** The stereoBformat udo can be found from csounds.com and the room has 6 walls and the first entries in the table defining the rooms looks like this: 6, 96, -1, 0.06, .123, -1, \ Sorry I always keep forgetting what they are, here's what I remember: 1. Number of first reflections or something, needs to be 6 if I have all walls , floor and ceiling. 2. late reflections (I'm not even sure spat3d reads this) 5. randomisation (random seed, I believe) Can anyone give me a hint if this should take roughly 45min-1hour for about 4min of orginal audio (4min * 2, for I take stereo track). Kindest regards Julien -------- Music was my first love and it will be my last (John Miles) ======== FIND MY WEB-PROJECT AT: ======== http://ltsb.sourceforge.net the Linux TextBased Studio guide ======= AND MY PERSONAL PAGES AT: ======= http://www.juliencoder.de |