| Hi Marlon,
I've never really looked at spat3d but it's fairly interesting to see
what's used in it. I'd say it's a physical approach but this is a
little outside of what I'm normally using. For further info, you
might want to look at the source code which can be viewed in the src
in Opcodes/spat3d.c or online here:
http://csound.cvs.sf.net/viewvc/csound/csound5/Opcodes/spat3d.c?revision=1.29&view=markup
Hope that helps!
steven
On Tue, Jan 5, 2010 at 9:19 PM, marleynoe
wrote:
>
> Hello list,
>
> I'd like to ask if there's any documentation or information on the
> reverberation algorithm used in the opcodes 'Spat3D' available somewhere
> (besides the csound help). For example, can the algorithm in Spat3D be
> considered a 'physical approach' i.e. is it modelling the physical
> properties of the room? As far as I understand it renders the complete
> impulse-response (early/late discrete echos, diffuse reverb-tail)
> recursively from discrete reflections...
>
> many thanks,
> Marlon
>
>
> --
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>
>
>
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