Re: Muddy 3D mixer
Re: Muddy 3D mixer
- Subject: Re: Muddy 3D mixer
- From: Chris Rogers <email@hidden>
- Date: Mon, 16 Sep 2002 11:26:35 -0700
Tim,
The muddiness that you're hearing is the air absorption effect, filtering
out higher frequencies at large distances. It sounds like you would like
a way to turn this off, independent of the doppler shift effect, etc.
Currently there is no way to do this, but we could add a property to the
mixer to allow it to be disabled on a per-channel basis..
Chris Rogers
Core Audio Engineer
Apple Computer
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
_______________________________________________
coreaudio-api mailing list | email@hidden
Help/Unsubscribe/Archives:
http://www.lists.apple.com/mailman/listinfo/coreaudio-api
Do not post admin requests to the list. They will be ignored.