(Of notches/peaks)

On Friday, 18 December 2015, Augustine Leudar <augustineleu...@gmail.com>
wrote:

> 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
> <javascript:_e(%7B%7D,'cvml','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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>>>
>>
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>
>
> --
> www.augustineleudar.com
>
>

-- 
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