Did someone compile a list using this information?

Where is the best resource to find universities in the US that offer
programs for study/research into 3d audio (I'm aware of Virginia tech and
Santa Barbara)? Is it the sursound archives? Or have people used the data
from here to compile external lists somewhere?

Thanks for any help.


On Tue, Jun 3, 2014 at 5:25 AM, Lasse Munk <lassemunkm...@gmail.com> wrote:

> Hi Markus,
>
> Thank you for your reply!
>
> I understand it's "another thing on the todo-list" which I have no
> expectations about will be done - it would just be a nice addition to the
> objects, since MIRA is a lot faster to work with than for instance lemur,
> touchOSC or similar.
>
> Since I have no clue on how to do low-level programming, I have no
> reasonable estimation of the time-consumption of adding such a feature.
>
> It was only ment as a feature-request / idea if you are in the process of
> developing objects anyway! :)
>
> Thank you for the tips about slowing down the OSC stream, I will look into
> that!
>
> All the best,
> Lasse
>
>  Markus Noisternig <mailto:markus.noister...@ircam.fr>
>> 3 juin 2014 10:34
>>
>> Hi Lasse,
>>
>> We haven't been testing the MIRA app so far, but many of IRCAM's computer
>> musicians are using the Lemur interface or similar OSC-based devices for
>> controlling Spat. We cannot promise to soon provide more advanced GUI
>> objects as our developments are mainly focused on real-time audio
>> processing algorithms for sound spatialization and reverberation rendering.
>>
>> However, it should be easy to set-up any external controller device for
>> developing your own user interfaces (e.g. using the OSC protocol). Spat
>> exports most of the internal control parameters as messages in Max/Msp and
>> all main functional units are also available as external objects. You can,
>> e.g., use the spat.spat~ object for HOA rendering with FDN reverberation
>> and configure it with attributes and messages or, if you feel for patching,
>> you can re-program the entire processing chain using external objects for
>> low-level processing and then replace parts of the patch with your own
>> algorithms. The Spat package contains a tutorial on "patching Spat".
>>
>> If you are using OSC devices you may want to slow down the message flow
>> to save cpu power for the audio processing. This can be easily done using
>> the spat.speedlim object.
>>
>> All the best,
>>
>> Markus
>>
>>
>>
>>
>> _______________________________________________
>> Sursound mailing list
>> Sursound@music.vt.edu
>> https://mail.music.vt.edu/mailman/listinfo/sursound
>> Lasse Munk <mailto:lassemunkm...@gmail.com>
>> 2 juin 2014 16:59
>>
>> Markus:
>>
>> When you write GUI objects for wfs / spat in general, is it possible you
>> can have the iPad app MIRA in mind? It's  a very nice and easy way of
>> interfacing with max, and would be a great extension of spatializing sound
>> with what-ever engine!
>>
>> All the best,
>> Lasse
>>
>>
>> Augustine Leudar <mailto:gustar...@gmail.com>
>> 31 mai 2014 00:05
>> very fond of spat - that reverb you´ve got (I think it was spat) where you
>> can have revolving sources etc is unreal.....
>>
>>
>>
>>
>>
>> Lasse Munk <mailto:lassemunkm...@gmail.com>
>> 25 mai 2014 20:46
>> Hi Markus,
>>
>> Thank you for your answer - like Augustine I am also eagerly waiting the
>> WFS release! :)
>>
>> Thank you for the links to the open music, OMPrisma etc. I was not aware
>> of these, and thank you for the development of the ircam tools, very cool
>> indeed! :)
>>
>>
>>
>>
>> Markus Noisternig <mailto:markus.noister...@ircam.fr>
>> 25 mai 2014 17:35
>> Hi Lasse and Augustine,
>>
>>  I am eagerly awaiting Ircam to release their WFS software - but they
>>> haven't as far as I know
>>>
>>
>> The WFS real-time renderer is not yet released as we first have to write
>> some GUI objects for the filter computation tools.
>>
>> The current release of the Max/Msp external library (see
>> http://forum.ircam.fr) includes:
>> - 2D/3D panning algorithms (direct panning, VBAP, etc.);
>> - 2D/3D-HOA (mode matching, energy preserving, max re/rv, nfc-hoa, etc.)
>> up to orders N = 80 (which should be fairly enough for the next few years);
>> - Binaural and transaural rendering;
>> - RIR measurement and analysis tools (exponential sweep sines,
>> deconvolution, room acoustic parameter estimation, etc.);
>> - FDN-based reverberation and an efficient low-latency multichannel
>> convolution;
>> - ...
>>
>> We'll hopefully soon add spherical microphone recording and processing
>> (beam forming, etc.) externals, which are currently under test.
>>
>> Please note that Spat is NOT free and open source.
>>
>>  Have you published anything on how to interact with this kind of system,
>>>> developed software that makes it "easy" to make musicians improvise with
>>>> the spatialization also.. some sort of 3D environment or the likes? If not
>>>> you - have you seen any cool ways / thoughts of this?
>>>>
>>>
>> Spat provides a perceptual control over sound spatialization, which makes
>> it easier for composers to interact with the system. Together with Ircam's
>> Music Reproduction Research Group we are working towards more advanced
>> tools for computer aided composition and spatial sound, such as
>> - OMPrisma (http://www.idmil.org/software/omprisma): Marlon Schumacher's
>>  library for spatial sound synthesis with Open Music (
>> http://repmus.ircam.fr/openmusic/home);
>> - EFFICACE (http://repmus.ircam.fr/efficace/), a research project funded
>> by the French National Research Agency which aims at integrating spatial
>> audio rendering to Open Music.
>>
>> With cheers from Paris,
>>
>> Markus
>> _______________________________________________
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>> Sursound@music.vt.edu
>> https://mail.music.vt.edu/mailman/listinfo/sursound
>>
>
> --
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>   soundjuggling.com
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>   00 45 26 84 44 41 (DK)
>
>
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