Re: surround-sound support in next version
Date | 1999-09-29 09:15 |
From | tolve |
Subject | Re: surround-sound support in next version |
gabriel, do you mean by real 3d that there will be height information encoded in the four channels? using some sort of B format that will maintain the sound imaging in 3d with any number of speakers (and all discrete channels)? -also please see my companion post "B format vs track mixing for live theater." tolve The Dante Project: Inferno Bowling Green Station PO Box 1062 New York, NY 10274-1062 tel: 212 388-8027 fax: 212 344-7299 tlv@tuna.net >Next version of DirectCsound will do a lot more than access four channel >individually: >it allows real 3-D sound in the four channels (or in the 5.1 surround >channels for cards that support it). >In fact each output opcode can be displaced and moved in the 3-D space. >I include an excerpt of the introdution of new opcodes: > > >Introducing 3-D opcodes >----------------------- >(with exerpts from Microsoft (c) DirectX SDK and Creative (c) EAX 2.0 >SDK manuals. All rights reserved). > >(N.B. Do not confuse the similar words "DirectCsound" with >"DirectSound", as the first refers to a realtime oriented version of >Csound, whereas the second refers to multimedial system-routines present >in Windows 95/98/NT operating systems). > >Microsofts DirectSound3D ® API, provides a major first step for >>creating a realistic 3D aural world: it creates an easy-to-use >programming environment for 3D aural modeling. > >DirectCsound now implements almost all DirectSound3D APIs as opcodes, as >well as Creative's Environmental Audio Extensions (EAX 2.0), wich >provide some other important environmental effects: high quality >reverberation, reflections, and sound occlusion or obstruction by >intervening objects. > >At present time several hardware-accelerated audio cards are available >in the market; some of them can take advantage of DirectSound3D API. >Some of such cards allow quadraphony as well as the 5.1 surround mode >(six channels) when using DirectSound3D API. Maybe cards with more >channels supporting these API will be manifactured in the future. > >DirectCsound now can take advantage of the hardware acceleration of such >cards allowing realtime performance with the newly implemented 3D-sound >opcodes. This provides high quality and high perfomance aural-surround >capabilities under DirectCsound. > >You can use the surround opcodes of DirectCsound to create separate >sound sources that move around realistically in the 3D aural world along >with their corresponding objects in the physical space. > >In order to create sound sources, one must set their 3D positions and >take care of other decisions about the quality and placement of sounds >in the aural world. DirectSound3D API, through its audio driver >installed in a computer, does the work of translating sound-source >waveforms, positions, velocity, and more into a mix that ultimately >comes out in realistic 3D audio through speakers or headphones. > >As DirectCsound accesses these APIs directly, the user must know their >principle in order to take advantage of them. So an introduction to >DirectSound3D and EAX 2.0 follows. > >richard bowers wrote: >> >> Hello, Gabriel. >> >> What kind of functionality do you plan for the four-speaker setup on, for >> instance, sblive! from DirectCsound? Are you able to address each speaker >> channel independently? >> >> Yours etc. >> >> Richard Bowers. |
Date | 1999-09-29 11:22 |
From | Gabriel Maldonado |
Subject | Re: surround-sound support in next version |
Next version of DirectCsound will do a lot more than access four channel individually: it allows real 3-D sound in the four channels (or in the 5.1 surround channels for cards that support it). In fact each output opcode can be displaced and moved in the 3-D space. I include an excerpt of the introdution of new opcodes: Introducing 3-D opcodes ----------------------- (with exerpts from Microsoft (c) DirectX SDK and Creative (c) EAX 2.0 SDK manuals. All rights reserved). (N.B. Do not confuse the similar words "DirectCsound" with "DirectSound", as the first refers to a realtime oriented version of Csound, whereas the second refers to multimedial system-routines present in Windows 95/98/NT operating systems). Microsofts DirectSound3D ® API, provides a major first step for creating a realistic 3D aural world: it creates an easy-to-use programming environment for 3D aural modeling. DirectCsound now implements almost all DirectSound3D APIs as opcodes, as well as Creative's Environmental Audio Extensions (EAX 2.0), wich provide some other important environmental effects: high quality reverberation, reflections, and sound occlusion or obstruction by intervening objects. At present time several hardware-accelerated audio cards are available in the market; some of them can take advantage of DirectSound3D API. Some of such cards allow quadraphony as well as the 5.1 surround mode (six channels) when using DirectSound3D API. Maybe cards with more channels supporting these API will be manifactured in the future. DirectCsound now can take advantage of the hardware acceleration of such cards allowing realtime performance with the newly implemented 3D-sound opcodes. This provides high quality and high perfomance aural-surround capabilities under DirectCsound. You can use the surround opcodes of DirectCsound to create separate sound sources that move around realistically in the 3D aural world along with their corresponding objects in the physical space. In order to create sound sources, one must set their 3D positions and take care of other decisions about the quality and placement of sounds in the aural world. DirectSound3D API, through its audio driver installed in a computer, does the work of translating sound-source waveforms, positions, velocity, and more into a mix that ultimately comes out in realistic 3D audio through speakers or headphones. As DirectCsound accesses these APIs directly, the user must know their principle in order to take advantage of them. So an introduction to DirectSound3D and EAX 2.0 follows. richard bowers wrote: > > Hello, Gabriel. > > What kind of functionality do you plan for the four-speaker setup on, for > instance, sblive! from DirectCsound? Are you able to address each speaker > channel independently? > > Yours etc. > |
Date | 1999-09-29 13:13 |
From | Michael Gogins |
Subject | RE: surround-sound support in next version |
For those who compile DirectCsound using Visual C++ version 6.0, the following patch is required: // Midisend.c line 168 #define __RPCASYNC_H__ As far as I know, including this patch in the sources would not cause a problem for earlier versions of Visual C++. It could be ifdef'd for the compiler versions, however. -----Original Message----- From: owner-csound-outgoing@maths.ex.ac.uk [mailto:owner-csound-outgoing@maths.ex.ac.uk]On Behalf Of Gabriel Maldonado Sent: Wednesday, September 29, 1999 6:23 AM To: richard bowers Cc: Csound Mailing List Subject: Re: surround-sound support in next version Next version of DirectCsound will do a lot more than access four channel individually: it allows real 3-D sound in the four channels (or in the 5.1 surround channels for cards that support it). In fact each output opcode can be displaced and moved in the 3-D space. I include an excerpt of the introdution of new opcodes: Introducing 3-D opcodes ----------------------- (with exerpts from Microsoft (c) DirectX SDK and Creative (c) EAX 2.0 SDK manuals. All rights reserved). (N.B. Do not confuse the similar words "DirectCsound" with "DirectSound", as the first refers to a realtime oriented version of Csound, whereas the second refers to multimedial system-routines present in Windows 95/98/NT operating systems). Microsofts DirectSound3D ® API, provides a major first step for creating a realistic 3D aural world: it creates an easy-to-use programming environment for 3D aural modeling. DirectCsound now implements almost all DirectSound3D APIs as opcodes, as well as Creative's Environmental Audio Extensions (EAX 2.0), wich provide some other important environmental effects: high quality reverberation, reflections, and sound occlusion or obstruction by intervening objects. At present time several hardware-accelerated audio cards are available in the market; some of them can take advantage of DirectSound3D API. Some of such cards allow quadraphony as well as the 5.1 surround mode (six channels) when using DirectSound3D API. Maybe cards with more channels supporting these API will be manifactured in the future. DirectCsound now can take advantage of the hardware acceleration of such cards allowing realtime performance with the newly implemented 3D-sound opcodes. This provides high quality and high perfomance aural-surround capabilities under DirectCsound. You can use the surround opcodes of DirectCsound to create separate sound sources that move around realistically in the 3D aural world along with their corresponding objects in the physical space. In order to create sound sources, one must set their 3D positions and take care of other decisions about the quality and placement of sounds in the aural world. DirectSound3D API, through its audio driver installed in a computer, does the work of translating sound-source waveforms, positions, velocity, and more into a mix that ultimately comes out in realistic 3D audio through speakers or headphones. As DirectCsound accesses these APIs directly, the user must know their principle in order to take advantage of them. So an introduction to DirectSound3D and EAX 2.0 follows. richard bowers wrote: > > Hello, Gabriel. > > What kind of functionality do you plan for the four-speaker setup on, for > instance, sblive! from DirectCsound? Are you able to address each speaker > channel independently? > > Yours etc. > > Richard Bowers. |