Comments (6)
Nice! I'll have to watch this at home, though :)
from ambisonic.
Very cool. With graphics the spatial audio is much more tangible than with the little examples I made.
In ambisonic the default coordinate system is z up and y into the screen, while in 3D graphics it's usually the other way round. Did that cause you any trouble?
Do you mind if I put a link to the video in the readme?
from ambisonic.
In ambisonic the default coordinate system is z up and y into the screen, while in 3D graphics it's usually the other way round. Did that cause you any trouble?
Huh. No, no it didn't but I didn't do anything to compensate for it. Do you know much about 3D graphics? I multiplied the camera's position in local space (0,0,0) by the model-view-projection matrix for each model to calculate a position in local space for each audio source. From what I've learned about ambisonic is that the audio system is in local space as well w/regards to the listener. Is this correct?
If so, I may either be doing something wrong w/regards to not handling the different coordinate systems or it doesn't matter for my use case (at least yet) for some reason I don't understand yet.
Do you mind if I put a link to the video in the readme?
Nope not at all.
from ambisonic.
From what I've learned about ambisonic is that the audio system is in local space as well w/regards to the listener. Is this correct?
Yes, this is correct.
In ambisonic's default configuration the y-coordinate points forward. As far I know, the OpenGL convention is tha z coordinate points forward (into the screen) and y points up, not sure about DirectX and other standards.
I think you can find out if you have a coordinate system mismatch. The sound should be loudest if you look straight at a source. If it gets louder when looking up or down, something is not right.
from ambisonic.
I've been working on this for a few days, the coordinate system seems like a match so far. Thanks for letting me know this.
from ambisonic.
The video is now linked from the readme. Thanks again!
Since no coordinate-related problems seem to have popped up I'll close this thread for now. Feel free to reopen.
from ambisonic.
Related Issues (11)
- Playback bug when using z-coordinate HOT 1
- Questions about loading an mp3/wav from rodio HOT 8
- Make the `play_at` API accept other sample types than f32. HOT 3
- How to restart stream after pause/stop? HOT 3
- HRTF causes underrun in ALSA HOT 2
- Sounds on the right seem centered HOT 3
- Questions about positioning sounds HOT 3
- explain relationship to `rodio::source::Spatial` HOT 1
- Adding the option to emulate sound propagation delay. HOT 15
- Physically correct distance-attenuation
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from ambisonic.