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Synthesis of 3D sound :: Clunk

While working on a cozy arcade project, I regretfully discovered that OpenAL takes too much of my time. Not only did he have to write the sound manager for about 1,500 lines of code, he also had to deal with all sorts of black magic. (For example, the implementation from nvidia tightly hung up the Vendian) Therefore, I suddenly decided that I had spent enough time on it and wrote my own bike, which was successfully run in the field, and released with open source on sourceforge.

In general, our ear is not such a tricky device. The position of the source ear determines in two ways. In the horizontal plane, sound comes in one ear a little earlier than in the other. Simple trigonometry multiplied by the diameter of the head and the trick is done! :)
The second method is much more difficult - the head has a different density and different technological holes, therefore, the sound spectrum is distorted differently depending on the direction of the signal. There were many attempts to make a reference head (nothing shameful, even Steve Jobs did it), fill it with a jelly-like brain substitute and measure distortions of the reference sound, for example, the KEMAR project from MIT.

My project is called Clunk, and can do almost everything that needs to be able to sound library:

')
Project address on sf.net: https://sourceforge.net/projects/clunk
If you're interested, you can feel free to write me in icq, I am ready to answer any questions.

Source: https://habr.com/ru/post/46338/


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