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miguelnegrao
searching PlanetScale…
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4 ms
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1.
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by
miguelnegrao
1mo ago
What do you recommend for destructive editing which is open-source ?
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by
miguelnegrao
2mo ago
Wouldn't most linux users just use codex cli or codex vscode ? Does the app bring anything not available on codex ?
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by
miguelnegrao
2mo ago
If by solution you mean a proof and by testing you mean encoding it in lean and compiling it, the space of possible syntactically correct proofs which you can encode probably explodes in a way that is well beyond what any computer could try
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by
miguelnegrao
1y ago
For VR, since you have to put the helmet in your head, it is usually assumed users don't mind putting headphones as well, so most solutions are via headphone-based spatialization.
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by
miguelnegrao
1y ago
Actually, the farther way the speakers are from the angles specified in the 7.1 format (see https://www.dolby.com/about/support/guide/speaker-setup-guid... ) worse will be the localization accuracy. And if the
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by
miguelnegrao
1y ago
Unreal Engine, the only engine I'm more familiar with, implements VBAP which is just amplitude panning when played through loudspeakers for panning of 3D moving sources. It also allows Ambisonics recordings for ambient sound which is t
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miguelnegrao
1y ago
I believe Atmos as used in cinema rooms, is as far as I know amplitude based (VBAP probably), and it is impressive and immersive. Immersion depends more on the number and placement of loudspeakers. Some systems do use Ambisonics, which can
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by
miguelnegrao
1y ago
Tihs is true, but a high density of loudspeakers allows the use of Wave Field Synthesis which recreates a full physical sound field, where all 3 cues can be used.
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miguelnegrao
1y ago
I'm sorry, but this is not accurate at all. Using "only" two signals, humans are quite good at localizing sound sources in some directions: Concerning absolute localization, in frontal position, peak accuracy is observed at 1