d90-erl@nada.kth.se (Erland Lewin) (04/19/91)
Could anyone tell me about generating 3-D audio, or recommend some references? I'm particularly curious about how the brain knows if a sound is coming from straigh ahead or from the rear. It would be fun to experiment with this on some cheap hardware (Apple IIGS), for example make a game where the interface is only audio - you run around chasing something that sends out a sound, for example. Virtually yours, Erland ============================================================= Erland Lewin d90-erl@nada.kth.se Happy Hacking! =============================================================
harry@harlqn.co.uk (Harry Fearnhamm) (04/19/91)
Date: Thu, 18 Apr 91 19:44:03 -0700 From: d90-erl@nada.kth.se (Erland Lewin) Date: Thu, 18 Apr 91 17:20:12 GMT Could anyone tell me about generating 3-D audio, or recommend some references? I'm particularly curious about how the brain knows if a sound is coming from straigh ahead or from the rear. In the music industry recently there has been a lot of interest in the Roland Sound Space. It is an attempt to create `genuine' stereo, as opposed to placing mono signals, by creating the tiny delays between signals to each ear that occur naturally when you are listening to something. This is the key to realistic placement, although of course there are still the sounds that travel through your head/body which I don't believe it is trying to mimic. Naturally this is easiest done on headphones, but Roland claim to be able to deal with speakers as well. Pseudo stereo through phase-inversion/multitap-delay is still hot with simulated reverb and more exotic effects like phasing and flanging (I mean exotic WRT the real world!), which might still be valid for creating Virtual Unrealities, but this placement-with-delay is suppoesed to be more realistic (I speak from a point of ignorance, although I'm going to try to see it demo'ed at the Midi Music Show 26th-28th April Hammersmith Novotel, London, England). Vertical placement is achieved by replicating the effect that the pinna (outer ear) has on sound, since the *quality* of the sound is slightly altered when it hits the ear from different directions. This also accounts for ahead/behind detection. Unfortunately I've no idea how, but I'm sure there are plenty of papers on the subject. My guess is that a certain kind of filtering is happening depending on the position - form the front, the pinnae scoop up more sound, since we evolved to locate prey/beasties from the front, and this will amplify these sounds (but not *just* amplify, I fear). From behind, the sound may be slightly more muffled, owing to the fact that some of it will be going through the pinna itself - what the hey I don't really know what I'm talking about!!! But you get the general idea. Note that *each sound source* will require its own processing for accurate placement, unless you've got some *really* clever algorithms. -- Harry Fearnhamm, ,---.'\ EMAIL: loki@harlqn.co.uk Harlequin Ltd, (, /@ )/ ...!ukc!cam-cl!harlqn!loki Barrington Hall, /( _/ ') VOX: +44 (0)223 872522 Barrington, \,`---' FAX: +44 (0)223 872519 Cambridgeshire, DISCLAIMER: Nothing is True. ENGLAND. Everything is Permitted.