Adapting lux to render sound?

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Re: Adapting lux to render sound?

Postby Abel » Sat Apr 21, 2012 8:00 am

Very nice, congratulations! Even when not being physically correct, the resulting sound is very convincing. Even when listening to the piano video without watching, it gives a very spatial impression.

I do have a question though: somehow I would have expected a more pronounced stereo effect, are there technical reasons preventing that or do you somehow prefer the sound source to stay in a steady position?
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Re: Adapting lux to render sound?

Postby thomas » Sat Apr 21, 2012 8:20 am

Thanks Abel.

A good remark on the notion of stereo. The setup of both was indeed using a mono recorder. I did write some code for a stereo recorder, but never got around testing that thoroughly (for a very silly reason, my laptop is attached to an external screen, which makes that both mono and stereo sounds come from the right :P). But you're very right I should try to come up with a stereo example too.

There is even an additional technique (which I did not implement) called HRTF [Head Related Transfer Functions] that model the effect the pinna (outer ear) has on the sound. That way you obtain the sound that actually would have reached our ear drums. Resulting in a very spatial impression, but only work using headphones.

Thanks again. Best,
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Re: Adapting lux to render sound?

Postby SATtva » Sat Apr 21, 2012 9:44 am

Amazing work! Added to bookmarks, will play with it a bit later during the couple of projects.
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Re: Adapting lux to render sound?

Postby thomas » Sat Apr 21, 2012 12:03 pm

Thanks, I hope in time you'll let me know your first impressions :)
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Re: Adapting lux to render sound?

Postby Pilchard123 » Sat Apr 21, 2012 1:43 pm

This would probably sound be better if my headphones worked properly, no?

As has been said, stereo simulation would be great, particularly if the ability to decide the distance between the "ears" was available. Pardon my ignorance, but what does this actually do? Does it output a sound file that sounds like you were travelling through the given environment? Anyways, I will have a play and let you know what I (in my very limited knowlege) think.

*ANOTHER LIST OF LOOSELY-CONNECTED THOUGHTS*

EDIT: What is that music? I'm guessing part of a Bach piece, but...
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Re: Adapting lux to render sound?

Postby thomas » Sat Apr 21, 2012 3:27 pm

Yes headphones, especially the ones that work, do generally give a good impression, because they often distort the sound less than regular loudspeakers.

Pardon my ignorance, but what does this actually do? Does it output a sound file that sounds like you were travelling through the given environment? Anyways, I will have a play and let you know what I (in my very limited knowlege) think.

That's it in a nutshell. And yes do let me know.

Spot on, it's a prelude by Bach, it even has its own wikipedia page: http://en.wikipedia.org/wiki/Prelude_in ... r,_BWV_999 I use it for a lot of my projects, also for J.S. Bach on the Dance floor: http://thomaskrijnen.com/jsbotdf/jsbotdf.html
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Re: Adapting lux to render sound?

Postby Pilchard123 » Sat Apr 21, 2012 4:54 pm

thomas wrote:Spot on, it's a prelude by Bach, it even has its own wikipedia page: http://en.wikipedia.org/wiki/Prelude_in ... r,_BWV_999 I use it for a lot of my projects, also for J.S. Bach on the Dance floor: http://thomaskrijnen.com/jsbotdf/jsbotdf.html


Don't be too impressed. I saw the Bach thing on your site before I asked. It's a nice piece.
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Re: Adapting lux to render sound?

Postby Pilchard123 » Sun Apr 22, 2012 8:47 am

A quick question: how would I get this to work? I've installed the addon, opened the example, and set the executable path to EAR.exe. However, clicking on "Render Audio" just gives me a blank console. Is this something I should expect, or have I done something wrong?
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Re: Adapting lux to render sound?

Postby slime » Sun Apr 22, 2012 7:47 pm

thomas wrote:There is even an additional technique (which I did not implement) called HRTF [Head Related Transfer Functions] that model the effect the pinna (outer ear) has on the sound. That way you obtain the sound that actually would have reached our ear drums. Resulting in a very spatial impression, but only work using headphones.


This, luxrender and a 3D screen could possibly make the most realistic CG video ever seen by man
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Re: Adapting lux to render sound?

Postby thomas » Mon Apr 30, 2012 5:36 am

New example, this time rendered in stereo. Overall the stereo effects are rather subtle (I think because of the enclosing walls omnidirectional reflection quickly get the upperhand). But if you watch it towards the end, I think the ball bouncing towards the middle is quite noticable.

http://youtu.be/BSkAIhLjHJE

Yes sir! Backdrop rendered in Lux, the bouncing ball in Blender Internal.

slime wrote:
thomas wrote:There is even an additional technique (which I did not implement) called HRTF [Head Related Transfer Functions] that model the effect the pinna (outer ear) has on the sound. That way you obtain the sound that actually would have reached our ear drums. Resulting in a very spatial impression, but only work using headphones.


This, luxrender and a 3D screen could possibly make the most realistic CG video ever seen by man

Also, keep in mind that since we all have different ears, HRTF effects differ slightly from person to person, so for the purpose of a video, perhaps a surround sound setup might work better. But yeah, someone should do this :)

Pilchard123 and others, a newer version is online at https://github.com/aothms/ear/downloads give it a try and if it still does not work please let me know.
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