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Utnyttelse av stereo


KimNK

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Videoannonse
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http://en.wikipedia.org/wiki/Head-related_transfer_function

http://en.wikipedia.org/wiki/Sound_localization

http://en.wikipedia.org/wiki/Psychoacoustic

http://en.wikipedia.org/wiki/Ambisonics

http://en.wikipedia.org/wiki/Binaural_recording

 

Dette kan du vel gjøre i de fleste litt mer avanserte lydprogrammer.

Jeg er mye mer imponert av 3Dlyd i realtime som i spill som inkluderer : (A3D 2.0 og 3.0 gjelder det under)

 

The A3D2 version actually takes the geometry information of the room that is fed to the graphics card, and uses it to render realistic sonic reflections and occlusions. Using a technology called WaveTracing, A3D2 genuinely calculates up to 60 first-order reflections, which interact in real time with the environment, and then groups later-order reflections into overall reverb.

 

ASD3 takes the technology to the next level by adding a number of new features:

Volumetric Sound Sources: When developers define an audio file to a sound source, the sound source must have a location so that it can be rendered in relation to the listener. This is usually done via a point source: the point where the source is. However, some sources will not "reside" in a single point; flowing water, wind, crowd cheers, etc. will actually stretch out or extend in various areas. To more accurately model these sources, ASD3 allows them to be defined as volumetric sound sources, thereby positioning them better.

Reverb: The sum of all late order reflections. Aureal's geometric reverb will work on Vortex2 (and later) cards, as well as automatically translating to EAX or I3DL2 if a sound card does not have the appropriate A3D support.

Hvor spill kan definere hvilke materialer ting er laget av og dets tetthet og evne til å absorbere og reflektere lyd og så rendre lyden slik et mennesklig øre hadde oppfattet det i realtime.

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