Re: [LAD] Floating point processing and high dynamic range audio

From: Jörn Nettingsmeier <nettings@email-addr-hidden-hochschule.de>
Date: Wed Jul 21 2010 - 21:19:46 EEST

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.

_______________________________________________
Linux-audio-dev mailing list
Linux-audio-dev@email-addr-hidden
http://lists.linuxaudio.org/listinfo/linux-audio-dev
Received on Thu Jul 22 00:15:03 2010

This archive was generated by hypermail 2.1.8 : Thu Jul 22 2010 - 00:15:03 EEST