So I’m working on an app that only needs to play one or two sounds, but play them with [b:3kka6e5p]really good[/b:3kka6e5p] virtual positioning (in headphones). I’ve been disappointed with the OpenAL implementation that ships in the iPhone SDK, as it basically seems to be a glorified pan / volume dropoff.
After doing a bit of research, I came to the conclusion that ITD and clever IID (not just a simple pan) are the most important sound cues lacking in most general-purpose 3D sound implementations (on low-end hardware) and set about implementing my own HRTF-ish sound model in FMOD (which, incidentally, was much more fun than I thought it would be, you guys are awesome!) based on these effects and some simple filtering. Since I don’t need many sounds, I can afford quite expensive processing for them. I’ve had mixed results. Turns out it’s actually a pretty hard problem to solve satisfyingly, who knew?
I’m now at the point where I’m ready to try FMOD’s built-in 3D sound features, potentially adding some extra DSP effects to add some extra direction cues.
My question, then: when I set up a 3D sound environment using System::set3DSettings, Channel::set3DAttributes, Sound::set3DMinMaxDistance etc. what processing [b:3kka6e5p]exactly[/b:3kka6e5p] is happening to sounds in order to place them around the listener? The website lists:
[quote:3kka6e5p]volume, filtering, surround panning and Doppler effect[/quote:3kka6e5p]
Does this mean that ITD isn’t calculated? How complex is the panning (like, is it a simple pan or does it do more complicated IID things)?
Additionally, [url=http://www.fmod.org/forum/viewtopic.php?t=10943:3kka6e5p]this thread[/url:3kka6e5p] and the documentation refer to FMOD_INIT_SOFTWARE_HRTF, but only as a lowpass filter. Has this become / are there plans to make this a more complex HRTF?
- prehensile asked 6 years ago
Hi prehensile, welcome to the FMOD forums!
The panning in FMOD is very simple, it just uses constant power panning. We have no immediate plans to make any drastic changes to that.
However, we are working with a 3rd party developer that is creating advanced HRTF filtering, that will be a separate product and I’m not sure when that will be available.
- Guest answered 6 years ago
However, we are working with a 3rd party developer that is creating advanced HRTF filtering, that will be a separate product and I’m not sure when that will be available.[/quote:2vfmwemz]
What is the current state of affairs concerning HRTF in Fmod?
Have you tips & tricks for workarounds?
FMOD has an integration with [url=http://www.myears.net.au/:1x44ryly]MyEars[/url:1x44ryly] for HRTF filtering.
sorry, but what do you mean by integration?
MyEars is a way to experience individual hrtf on the user-side by converting multichannel productions (5.1 or 7.1) for stereo headphones. But it would be great to create 3-D audio with fmod as a sounddesigner or producer without the need for a multichannel production – directly for stereo headphone usage.
I found an old fmod specification in the web mentioning the possibility of using hrtf. But i still didn`t get how to realize this?
The inbuilt HRTF feature of FMOD only applies a low pass for sounds behind the listener and for distance attenuation. Unfortunately there is not a lot on offer in the way of HRTF functionality built into FMOD. To create immersive 3D sounds in stereo for headphones, you might want to look into binaural recording if the sounds are stationary.
I actually working on the developement of an iphone (and probably Android) application using binaural spatialisation.
It would be nice to be able to use generic HRTF in FMOD like KEMAR or some other filters make by IRCAM in France.
In therory, the generic filter will be understand by the brain of everybody and it will learn this new filter to accurate the virtual localisation !
(By the way, using "myEars" is a great solution for individual HRTF in computer !)
Can you tell me when FMOD will be able to use binaural spatialisation for iphone ?
- benoit24 answered 5 years ago
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