[Openal] multichannel output
Artem Baguinski
artm at v2.nl
Wed Apr 23 07:52:56 PDT 2008
thanks Daniel!
On Tue, Apr 22, 2008 at 7:25 PM, Daniel PEACOCK
<dpeacock at creativelabs.com> wrote:
> For a fixed environment like you describe you have a couple of options of
> how to use OpenAL to accomplish your goal ...
>
> If you install a Sound Blaster X-Fi card you can use OpenAL to provide 3D
> Audio spatialization that is rendered to one of these speaker modes :
> Headphones, Stereo, 4.0, 5.1, 6.1 (Win XP only), and 7.1. The soundcard
> assumes particular speaker layouts for these modes - but you can use a
> bundled application called THX Speaker Console to adjust the angles and
> distances of the various speakers from the listener so that the soundcard
> can change the spatialization algorithms.
can one programmatically control THX Speaker Control in real time
(apart from figuring out the window handles of UI controls and
controlling those).
> If you need to drive more than 8 speakers or have greater control over the
> locations of the speakers (e.g you have a speaker on the ceiling) then you
> are probably going to need to write your own OpenAL renderer or find someone
> that already does this sort of panning. You will probably need to use
> multiple soundcards to get enough output channels.
right, that's what i thought. thanks again.
> "Artem Baguinski" <artm at v2.nl>
> Sent by: openal-bounces at opensource.creative.com
>
> 04/22/2008 01:01 AM
>
>
> To
> openal at opensource.creative.com
>
>
> cc
>
>
>
> Subject
> [Openal] multichannel output
>
>
>
> hello openal
>
> My lab is going to work with a sound artist on an interactive
> soundscape installation, where the audience controls 3 dimensional
> audio synthesizer (indirectly - they are being tracked in space and
> their movements / location etc control the composition to some limited
> extent).
>
> Fot the spatialization part I would like to use openal, if possible,
> because I know the API, it is integrated in our tools and we'd like to
> reuse the software we'd write for this installation later. But I'm not
> sure which combination of OS, hardware and driver/openal
> implementation can do what we want:
>
> - the physical space is at least 10x10 meters room
> - the sound output gets amplified and output from largish speakers at
> 80-100 dB, well at least I hope it's these levels in the middle of the
> room, not harder.
> - how many speakers and where they are hung remains to be determined.
> - the virtual sound sources are "hung" in the room
> - the primary participant's position and head orientation are tracked
> with a number of sensor systems
>
> we'd like to adjust the sound scape for the primary visitor in
> realtime, based on relative positions of the visitor and ther
> speakers, to maintain the illusion of sound sources located inside the
> room - between the speakers. the rest of the audience sort of hears
> the soundscape from wrong perspective - not unlike secondary
> (untracked) viewers in VR Cave see the images distorted, while the
> primary (tracked) viewer sees it just right.
>
> it is my understanding that this isn't something openal is designed to
> do out of the box, but may be there are some tricks to at least
> approximate this?
>
> the fallback scenario is to give tracked visitors headphones and
> combine the "average" sound scape in the physical space with a
> "personalized" one in the headphones. still the question remains for
> the loud part - which platforms / hardware / drivers support output to
> how many channels and how accurate the physical properties of the
> attached speakers can be configured to localize the virtual sources in
> physical space.
>
> or am i completely dellusional and should look at some other rig for
> what we have in mind?
>
> --
> cheers,
> artm
>
> http://lab.v2.nl/
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--
cheers,
artm
http://lab.v2.nl/
--
cheers,
artm
http://lab.v2.nl/
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