Muddy 3D mixer
Muddy 3D mixer
- Subject: Muddy 3D mixer
- From: "Timothy J. Wood" <email@hidden>
- Date: Sun, 15 Sep 2002 21:46:51 -0700
So, I'm trying to empirically measure the falloff curve in the 3D
mixer and I have an app where I have two sets of mixer parameters
(azimuth, elevation, distance and gain) and a looping sound and a
button to switch between the two sets of parameters.
Now, if I put one set at zero distance and zero gain (i.e., play the
sound unaltered), it sounds like it should. But, if I play a sound way
out in the distance and then up the gain to try to get the same
perceived volume, the sound is really muddy. I'm not putting any sort
of effects processor in the audio unit chain and I get the same effect
whether I use HRTF, SoundField or VectorBasedPanning as the
spatialization algorithm.
In all cases, the sound is positioned directly along the ray pointing
directly in front of the listener.
What gives?
-tim
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