I would love a [url=http://emusician.com/mag/emusic_front_center/:p550wd13]mid-side decode[/url:p550wd13] effect to use on "stereo" wave sources where left = mid and right = side.
The effect would allow a curve to be drawn that changes the balance between the source wave mid and side signals in the m-s decoder output.
The resultant stereo output could then be effected by the normal surround pan, 3d speaker spread and 3d pan level effects.
I would primarily use this with a distance parameter in order to make sounds blend from being more present-sounding (more mid) to more distant-sounding (more side). I don’t know if any games have ever used m-s source or not, but I’d be interested in hearing any expertise with it that may be out there.
Mid-side source would use double the ram of mono, but it might use less dsp than filtering and reverb on each voice; so like most things, it would be a trade off.
- jcobb asked 10 years ago
Yes, ms-decode is a simple dsp effect that involves a little adding, subtracting, and level adjustment in order to output a width-variable stereo signal from the m-s encoded source.
Mid-Side Decode is not a high priority to me, but it could be a very useful trick to have available someday.
Yes, I have been doing that, and it does work fairly well. The points where it breaks down are when there are randomized sound definitions or if the sound definitions have randomized pitch. You can’t count on the near and the far sound definitions both randomly picking a matching pair of m-s wave variations and playing them at the same random pitch offsets. (nor would I even want that)
If a sound definition containing stereo (m-s) waves is playing on a single layer with an m-s decode dsp effect, then we get a guarnteed phase coherency (necessary to really do m-s) and the ability to use random waves in a sound definition and/or random pitch offsets.
ok if you just use a stereo sound, we might be able to have this through the ‘effect’ that was supposed to be introduced a while back that allows you to change the level of a sound’s subchannels, so you can mute the left part of a sound, or the right part of a sound, on a parameter.
This feature is scheduled, and is necessary for multichannel ‘interactive’ music (ie some tracks have different sounds in them such as a drumbeat for example) so that you can fade bits of a stereo/multichannel sound in and out.
This will do what you want.
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