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.
I guess the transit time issue for analog isn't solved. When I worked
for Brauner we and SPL developed a surround microphone + SPL mixing
console. IMO it's pure bullshit.
Perhaps today there is math for virtual effects, I don't know, but I
would be very sceptic.