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> a standard way to encode the position of multiple audio tracks in 3D space Isn't that the idea behind Ambisonics [1], which OpenAL Soft is based on? [1] htt
by colanderman 6y ago
> a standard way to encode the position of multiple audio tracks in 3D space
Isn't that the idea behind Ambisonics [1], which OpenAL Soft is based on?
[1] https://en.wikipedia.org/wiki/Ambisonics https://en.wikipedia.org/wiki/Ambisonics
- nitrogen 6y agoAmbisonics is for encoding a full-sphere soundfield. The components have a fixed location. Positioning individual tracks is not quite the same thing, as they can start/stop/move, and they are not limited to spherical harmonics. Video games have done exactly this for ages, but the only storage and distribution formats for that type of positional audio are still proprietary (e.g. Atmos).
- colanderman 6y agoThey should correct me if I'm wrong, but I believe the GP's point was that there should be a standardized way for software to present spatial audio to the sound system, which can then render it according to the user's preferences. How the sound is generated (e.g. moving point sources; spatial reverb; pre-spatialized tracks) does not matter. Yes, using even third-order Ambisonics is not as precise as rendering all point sources (and non-point sources...) exactly through the HRTF. But it is an existing standard you can use today via OpenAL Soft.
- nitrogen 6y agoI'm currently working on something vaguely related, but presently focused on converting stereo to arbitrary N-channel surround (and documenting it on YouTube). I agree that spatialization should be more standardized, and it should be easy to convert between arbitrary spatialization setups.