The only thing is: IIRC, all non-media (sound effects from scripts or collisions/etc and voice, but not parcel media or MOAP) sound sources in SL are played back as mono. You get 3D/stereo sounds because those mono sounds are played in a virtual 3D space, with each sound "located" at the object that is playing it.
This is a really cool idea, but it doesn't go well into games or SL I'm afraid - solely due to the fact that sounds are doing much more advanced tricks in such environments that result in stereo being lost and then remade. Thanks for the idea, I may use it in future projects of my own! (Just not games! :D ) Ricky Cron Stardust On Tue, May 24, 2011 at 10:42 AM, Lee ponzu <lee.po...@gmail.com> wrote: > I saw this cool demo of 3D sound. This is totally different from the SL > Voice technology, and I think it would compliment it perfectly. > Take a look... > http://www.google.com/search?sourceid=chrome&ie=UTF-8&q=princeton+3D+sound > The basic idea is that stereo gives a weak illusion of 3D. You have the > left signal, ls, and the right signal, rs. A filter computes > rs_new = rs - ls > ls_new = ls - rs > and then play rs_new and ls_new. (Details left as an exercise...) > In English---when you record in stereo, you record cross talk between the > mics which is recreated when you play back. This idea removes the cross > talk, and dramatically increases the 3D illusion. It is a simple filter and > works totally at playback time on all sound sources and any stereo > recording. It would be easy to add it to the viewer... > Just an idea. > ponzu > > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges