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Re: 3DMixer - Observations and Suggestions
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Re: 3DMixer - Observations and Suggestions


  • Subject: Re: 3DMixer - Observations and Suggestions
  • From: aNt <email@hidden>
  • Date: Wed, 01 Jan 2003 10:39:37 +0000

Another handy thing would be so i never have to lookup math code that gives
me a headache. :).. Would be cool if there was a 3dmixer unit that u gave
two vector locations (of x, y, z) for sounds locations, and a vector for the
mic. Without all this messing around remembering the code to turn vector
locations into elevation, azimuth and distance :).

Just an idea. Most 3d is vectors not the azimuth stuff. But I guess I will
have to get the skool books out once again :) (yer yer I know azimuth,
elevation and distance give u a 3d location in the end, but u know)...

Tops

aNt

> Thanks for you comments about the 3DMixer. Currently the cheapest rendering
> mode is kSpatializationAlgorithm_EqualPowerPanning. This code is somewhat
> optimized in the scalar case and is essentially the same as the ordinary
> stereo mixer. We can do a better job optimizing some of the other
> rendering methods and hope to get these improvements out. The HRTF
> method is the most expensive, but is optimized. Your request for more
> detailed control of the distance falloff curve is not too difficult for
> us to add as well.
>
> You're right. All of the different combinations that the mixer supports
> did make it a bit complicated to get it to work. Now that people like
> you are actually starting to play around with it, we can see how it
> works in real-world environments and do our best to adapt it to your
> needs...
>
>
> Cheers,
> Chris Rogers
> Core Audio
> Apple Computer
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