https://proximi.io/accurate-indoor-positioning-bluetooth-beacons/

Principles and solution för ble localization.

Den sön 29 sep. 2019 16:37Marc Lavallée <m...@hacklava.net> skrev:

> Hi Michelle,
>
> A master computer could remotely control portable computers (probably
> phones) to render the sounds using either a customized embedded version
> of the SSR software (http://spatialaudio.net/ssr/), or to play
> personalized binaural streams rendered in real time from the master
> computer using either SSR, Panoramix (from IRCAM) or some other software
> solution (as described in previous answers).
>
> Then there's the question of tracking... For interactive installations,
> the easiest I used was a Kinect (and now there's alternative products).
> The unknown part is how to link one portable computer to a detected
> person; maybe Bluetooth beacons and triangulation could be used to
> detect the computers and report their approximate positions.
>
> Marc
>
>
> Le 19-09-29 à 08 h 45, Daniel Rudrich a écrit :
> > Hi there,
> >
> > it’s indeed very cpu intense. Especially, as each source has to be
> encoded with their reflections.
> >
> > I wrote a VST plug-in called RoomEncoder, which renders a source in a
> shoebox-room, and adds reflections which are also filtered depending on the
> wall absorption and image source degree. Source and listener can be freely
> placed within the room, and the source can also have a directivity which
> can be frequency dependent. The output is higher order Ambisonics. So to be
> played back, all sources for one listener have to be summed up, rotated
> (head-tracking), and binaurally decoded.
> >
> > Several instances of the plug-in can be linked, so if you change the
> room properties in one of them, all of them change. The plug-in renders up
> to 236 reflections, however, a hand full (or two) of them are enough to
> give a convincing room impression. Especially when combined with a FDN
> network. The good thing is, that you’ll need only one FDN network for all
> listeners and sources, so at least this one is not so cpu demanding. The
> FdnReverb plug-in also has a fade-in feature, which helps to not get in the
> way of the early reflections of the RoomEncoder.
> >
> > We used this setup in an interactive audio game, tracked with an optical
> tracking system, logic implemented in PD and rendered with Reaper.
> >
> > Both plug-ins can be found in the IEM Plug-in Suite:
> https://plugins.iem.at <https://plugins.iem.at/>. As they are open-source
> you could compile them yourself, to get the most out of your CPU
> architecture you are using e.g. AVX512 SIMD extensions.
> >
> > Best
> > Daniel
> >
> >> Am 29.09.2019 um 14:06 schrieb Dave Hunt <davehuntau...@btinternet.com
> >:
> >>
> >> Hi Michelle,
> >>
> >> I believe that what you want to do is possible, but not easy.
> >>
> >> It is possible to move the listener in a totally synthetic ambisonic
> sound field. You have to build in “distance modelling’, as well as
> differing direction of each source, as the listener moves. Adding room
> simulation or reverberation brings an extra layer of complexity, as the
> nature of the reflected, delayed and diffused sound from each source is
> different at every listening position.
> >>
> >> This soon becomes rather processor intensive. I have made Max patches
> that take this approach, and they do “work”, but there are problems.
> Although basic ambisonic source encoding is mathematically relatively
> simple multiple sources, with multiple reflections, each of which have to
> be encoded, becomes appreciably more involved. Moving sources require
> multiple constant recalculation, preferably at near audio sampling rate.
> Even with just first order ambisonics, this gets pretty demanding to do
> well.
> >>
> >> For what you are proposing, you would have to deliver a unique audio
> stream to each pair of headphones, binaurally encoded to match the position
> of the headphones in the “room”. Thus you need spatial tracking of each
> pair, as well as the head movement data for each. This could control the
> ambisonic encoding and decoding to binaural of each individual headphone
> signal.
> >>
> >> For one listener this already involves a lot of data and processing,
> and at least two wireless transmission channels. For several listeners the
> technology and resources required becomes uneconomic. Currently you would
> probably require a computer for each listener, or possibly a very powerful
> computer or two. Then a lot of programming, engineering and material
> expense.
> >>
> >> Perhaps you would be better considering a loudspeaker based approach ??
> >>
> >> For this it may also be better to consider an amplitude/delay based
> approach (Delta stereophony, or basic wave field synthesis), rather than
> ambisonics.. This is what it appears TiMax, L-ISA, d&b’s Soundscape, and
> Astro and other similar systems are based on. Again, not easy to do well.
> Not perfect for everything, but then no algorithm is.
> >>
> >>
> >> Ciao,
> >>
> >> Dave Hunt
> >>
> >>
> >>> On 28 Sep 2019, at 17:00, sursound-requ...@music.vt.edu wrote
> >>>
> >>> From: Michelle Irving <michelle.irv...@soleilsound.com>
> >>> Subject: [Sursound] Ambisonic Audio - Interactive Installation
> >>> Date: 27 September 2019 at 18:22:26 BST
> >>> To: sursound@music.vt.edu
> >>>
> >>>
> >>> Hi,
> >>>
> >>> I'm working with an artist who wants to explore Ambisonic Audio
> >>> and use the Audeze Mobius headphones in an audio installation.
> >>> The soundscape will consist of recordings of various individual vocals
> >>> spatialized
> >>> throughout the "room". There is a video projection overhead. Hard sync
> is
> >>> not required.
> >>>
> >>> Questions:
> >>> 1.Is it possible to exploit the headtracking of the Mobius headphones
> to
> >>> give each person and individualized experience of the audio
> composition.
> >>> ie. Person A is in the far left front corner and hearing a particular
> voice
> >>> in close proximity while Person B is in the far back right corner
> barely
> >>> hearing what Person A is hearing?
> >>>
> >>> 2.If the Answer to 1. is YES - would you recommend using Max/Msp or
> Arduino
> >>> for configuring hte individual playbacks (mappings between headphones
> and
> >>> some sort of player)
> >>>
> >>> 3.I've looked at the Waves NX toolkit and I don't see a feature to
> >>> determine virtual room size?Am I missing something or is there other
> tech
> >>> that could allow me to map the headtracker to a specific roomsize?
> >>>
> >>> 4.Open to better ideas how to achieve an interactive Ambisonic audio
> >>> soundscape that works with multiple headsets.
> >>>
> >>> thanks!
> >>> Michelle
> >>>
> >>> --
> >>>
> >>> Michelle Irving
> >>>
> >>> Post-Audio Supervisor
> >>>
> >>> 416-500-1631
> >>>
> >>> 507 King St. East
> >>>
> >>> Toronto, Ontario
> >>>
> >>> www.soleilsound.com
> >> _______________________________________________
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