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I’m considering using FMOD for a project that needs to simulate stationary audio sources at different positions in 3D space relative to a listener wearing headphones. The positions of the listener and the sources will be expressed in real-world coordinates and the intent is for the sounds to be perceived as if they were emitting from actual locations around the listener.

I’ve read a bit about FMOD’s 3D sound capabilities in the FMOD Ex documentation and online. It’s clear that it can attenuate volume on a per-channel basis, but I haven’t been able to find any discussion of phase difference or delay (although such differences are small on the scale of the distance between the ears, there are studies that indicate the human ear can still detect them).

Do FMOD’s 3D sounds simulate phase difference between the left and right channels as well as attenuating volume appropriately? If not, is there a way to do so manually by explicitly configuring how a sound is played in each channel (e.g., to introduce a phase difference of a few milliseconds in one channel relative to the other)?

Any comments or suggestions would be appreciated!

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Hi TheCatProblem, welcome to the FMOD Forums.

FMOD does not simulate the interaural phase or time difference when spatializing sounds. However it is very easy to write custom DSPs in FMOD which gives you the power to do this yourself. Take a look at the custom_dsp example to see how to write your own DSP plug in for FMOD.

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Thanks for the quick response, Peter. I’ll check out the custom_dsp example as you suggest.

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