Does anyone have ideas of how to do sound (spatial audio) projection from an area … similar to an area light.
This can be done with multiple speakers (sound,object level), and then blend intensity levels between the speakers based on object levels, but what I want to do is to dynamically generate this sound from more of a circular pattern, so it would be better coming from a “shape”.
any ideas?
ideas on how to do an area sound speaker
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- andrewlowell
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- edward
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I don't really know but if you can stick to a fixed sampling of your shape (eg. X number of sound objects where X doesn't change), then you could just pre-create your objects and place them at your geometry point positions using the point() expression. Or are you asking more on the how to combine them properly side?
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- andrewlowell
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ah, well the speaker/sound is on the object level … how would I get that to copy and do many sound objects?
But yeah I'm trying to project sound from the surface of a cylinder … if it was a box I'd just do eight speakers/sound objects.
Where the creature legs touch the cylinder is where I want the sounds to come from. There will be many legs touching the cylinder at once so I don't think the best approach would be to animate a speaker or link hundreds of speakers to the legs of the creature crowd.
But yeah I'm trying to project sound from the surface of a cylinder … if it was a box I'd just do eight speakers/sound objects.
Where the creature legs touch the cylinder is where I want the sounds to come from. There will be many legs touching the cylinder at once so I don't think the best approach would be to animate a speaker or link hundreds of speakers to the legs of the creature crowd.
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- andrewlowell
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ah think I've got it worked out … so the key is to use the speakers only for the microphone recording / panning … not the volume.
The volume is controlled by a chop that goes based on distance of the thing generating the sound from the microphone (distance expression etc). So, for each channel generating a sound, the sound would first be lowered in volume based on a distance/math chop, and then sent to the approprate speaker(s), only 6 speakers total (up,down,left,right,front,back). There can be cones on the microphones but no distance falloff in the spatial audio (which would lower the volume.)
The volume is controlled by a chop that goes based on distance of the thing generating the sound from the microphone (distance expression etc). So, for each channel generating a sound, the sound would first be lowered in volume based on a distance/math chop, and then sent to the approprate speaker(s), only 6 speakers total (up,down,left,right,front,back). There can be cones on the microphones but no distance falloff in the spatial audio (which would lower the volume.)
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