Any one by any chance know the Q, db value and migrating frequency range to
create the illusion of elevation (generic values) offhand ?

On Tuesday, 15 December 2015, <st...@mail.telepac.pt> wrote:

> All well, Jörn...
>
> It is possible to criticize some of the assumptions below. Nevertheless,
> people doing some practical work have worked out since quite a while that
> head movements do matter for localization.
>
> This was why I provided the links. One linl is about some current VR SDK,
> the 2nd link is some older article.
> (
> The second link seems also to prove that audio objects have not been
> invented by Dolby. (Not a scientific proof, admittedly.  ;-)   )
>
> "This is games design, not acoustics.
> Done properly, it should look something like http://www.audioborn.com/. A
> new company spun off from a research effort at ITA/RWTH Aachen, and their
> demo at ICSA 2015 was mighty sweet."
>
> Of course, the article was more than 10 years old. It is about some
> ascoustical problems and questions you have to think about if you are
> working in game audio...
>
> I am apologizing for wasting your time presenting information which could
> not be presented at any AES conference, with the exception of the 2nd
> article.
>
> Best,
>
> Stefan
>
>
>
> Citando Jörn Nettingsmeier <netti...@stackingdwarves.net>:
>
> On 12/15/2015 03:32 AM, Stefan Schreiber wrote:
>>
>>> In our discussion before we have found convincing evidence and arguments
>>> that head motion should be relevant even to obtain improved vertical
>>> localization.
>>>
>>
>> Just to set the record straight again: evidence is not to be found on
>> sursound. Evidence is found in the lab. :-]
>>
>> Hat-tip to those who actually do the grunt work that forms the basis of
>> sursound sermons.
>>
>>> If sound sources are immovable, their positions can't be determined
>>>> precisely, because the brain needs them moving (movement of the source
>>>> or subconscious micro-movements in the listener's head), which helps
>>>> to determine a sound source position in the geometrical space.
>>>>
>>>
>>> (?!)
>>>
>>
>> Why quote such questionable statements?
>>
>>> Modern systems of reproduction of positioned 3D sound utilize HRTF
>>>> functions forming virtual sound sources, but these synthetic virtual
>>>> sources are spot. In the real life the sound mostly comes from large
>>>> sources or composite ones which can consist of several individual
>>>> sound generators. Large and composite sound sources allow for more
>>>> realistic effects in comparison with spot sources.
>>>> A spot source can be successfully applied to large but distant
>>>> objects, for example, a moving train. But in the real life when the
>>>> train is approaching the listener it's no more a spot source.
>>>>
>>>
>>> (See
>>>
>>>> One of our postgrads (Dan Peterson
>>>> <https://dxarts.washington.edu/people/daniel-peterson>) has been
>>>> working on
>>>> a doppler-panner that includes diffusion filtering and the proximity
>>>> effect.
>>>>
>>>
>>> )
>>>
>>
>> These two are orthogonal. The first quote talks about sources being
>> physically spread out (e.g. composed of multiple point sources along a line
>> or area), while the second talks about what happens if a point source
>> approaches the listener.
>>
>>> The third group consists of the sound tone parameters. This can help
>>>> the player define what the walls are made of, what is the air density
>>>> in the environment etc. Every material reflects and absorbs certain
>>>> frequencies. These parameters emulate such absorption and reflection.
>>>> They are relative frequencies (LF - Low Frequency and HF - High
>>>> Frequency) within which changes can be made. For example, metallic
>>>> walls reflect more frequencies than wooden ones, and the HF level will
>>>> be lower for them than for emulation of wood. For example, the
>>>> workshop has the following parameters: 362Hz LF and 3762 Hz HF; a
>>>> wooden room has the LF at 99 Hz and the HF at 4900 Hz. Finally, there
>>>> are parameters controlling the effect of Room LF and HF frequencies
>>>> (in dB). This subgroup also contains  Decay factor for LF and HF, and
>>>> Air Absorption HF factors.
>>>>
>>>
>> This is games design, not acoustics.
>> Done properly, it should look something like http://www.audioborn.com/.
>> A new company spun off from a research effort at ITA/RWTH Aachen, and their
>> demo at ICSA 2015 was mighty sweet.
>>
>>
>>
>>> It is a safe bet that specifically AR/VR will require a solid
>>> understanding of acoustics and human audio perception. They will have to
>>> find improved ways to reproduce surround sound (including 3D audio) via
>>> headphones and loudspeakers.
>>>
>>
>> Thanks for pointing this out. :-]
>>
>> --
>> Jörn Nettingsmeier
>> Lortzingstr. 11, 45128 Essen, Tel. +49 177 7937487
>>
>> Meister für Veranstaltungstechnik (Bühne/Studio)
>> Tonmeister VDT
>>
>> http://stackingdwarves.net
>>
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