Re: [opensource-dev] 3D soound

2011-05-26 Thread Ardy Lay
Don't forget time difference of arrival of sounds at both ears is what we use to place a sound in the space around us. Amplitude is much less important than the L-R "dual mono" crowd would have you believe. If a sound is only heard by one ear, you can't place it, so it goes inside your head,

Re: [opensource-dev] 3D soound

2011-05-25 Thread Celierra Darling
Hmm, SL would first need to synthesize stereo sound, as should be heard through headphones, very well, it seems. From what I can tell, the technique ends up simulating wearing headphones when you're actually listening through speakers. According to the site, the idea is that the stereo sounds with

Re: [opensource-dev] 3D soound

2011-05-25 Thread Boroondas Gupte
On 05/24/2011 07:42 PM, Lee ponzu 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 >

Re: [opensource-dev] 3D soound

2011-05-24 Thread Ricky
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 th