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mbillingr avatar mbillingr commented on September 15, 2024 1

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 in nans 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 use play_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

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AcrylicShrimp avatar AcrylicShrimp commented on September 15, 2024

Kind and quick response, thank you! Now I can understand how it's working. :)

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mbillingr avatar mbillingr commented on September 15, 2024

You're welcome. Don't hesitate to reach out if you run into further issues.

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