Comments (3)
Hi there!
If I didn't want to be bothered, I should write better documentation 😄.
-
No sound at
[0, 0, 0]
: This is expected, but not documented as far I know my former self... If I remember correctly, the reasoning behind that issue is that the engine needs to compute the direction the sound is coming from. This direction is undefined at the origin, resulting innan
s and no sound. I wanted to avoid branching in the rendering loop and left it at that. The physical meaning of a sound originating exactly at the listener's position is not clear to me, but it should probably sound as if it were coming from all directions equally. In this case you can useplay_omni()
to play the sound. -
Ambisonic does not make hard assumptions about your coordinate system. The default
StereoConfig
is-X
left,X
right,Y
front,Z
up (again, undocumented... sorry). If you're used to the OpenGL coordinate system this may seem weird, but those directions are easy to change:let mut render_config = StereoConfig::default(); render_config.set_left_direction([-1.0, 0.0, 1.0]); // point left microphone into -x/z direction render_config.set_right_direction([1.0, 0.0, 1.0]); // point right microphone into x/z direction
from ambisonic.
Kind and quick response, thank you! Now I can understand how it's working. :)
from ambisonic.
You're welcome. Don't hesitate to reach out if you run into further issues.
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Related Issues (11)
- Playback bug when using z-coordinate HOT 1
- Demonstration Video HOT 6
- HRTF causes underrun in ALSA HOT 2
- Sounds on the right seem centered HOT 3
- explain relationship to `rodio::source::Spatial` HOT 1
- Adding the option to emulate sound propagation delay. HOT 15
- Physically correct distance-attenuation
- 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
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