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 > >> _______________________________________________ > >> Sursound mailing list > >> Sursound@music.vt.edu > >> https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe > here, edit account or options, view archives and so on. > > -------------- next part -------------- > > An HTML attachment was scrubbed... > > URL: < > https://mail.music.vt.edu/mailman/private/sursound/attachments/20190929/306c80b8/attachment.html > > > > _______________________________________________ > > Sursound mailing list > > Sursound@music.vt.edu > > https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, > edit account or options, view archives and so on. > > _______________________________________________ > Sursound mailing list > Sursound@music.vt.edu > https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, > edit account or options, view archives and so on. > -------------- next part -------------- An HTML attachment was scrubbed... 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