On 07/21/2010 08:56 PM, JohnLM wrote:
> If I code program to handle attenuation of sounds depending on their
> source (emitter) position in virtual 3D space, I guess then there's no
> simple way to relate the effect to real world.
> How this is usually handled?
you reduce the level with distance (amount depends on whether you are in
the near or far field and whether you have a point, line or planar
source), and attenuate the high frequencies to simulate air damping. if
you're in an enclosed space, you'd also want to take into account the
dry-to-reverb ratio, and ideally simulate correct early reflections.
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Received on Thu Jul 22 00:15:03 2010
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