Adapting lux to render sound?

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Re: Adapting lux to render sound?

Postby LadeHeria » Mon Apr 30, 2012 5:31 pm

Just a question : does EAR also simulate Doppler Effect ?

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Re: Adapting lux to render sound?

Postby Pilchard123 » Tue May 01, 2012 2:12 am

I think it might do. I do remember seeing a Doppler effect customising thing, but that may have been a Blender internal thing.
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Re: Adapting lux to render sound?

Postby thomas » Tue May 01, 2012 3:06 am

Pilchard123 wrote:Sorry for being quite so dense,

No problem at all

LadeHeria wrote:does EAR also simulate Doppler Effect ?

Not at this moment unfortunately. For now E.A.R is mostly geared towards architectural acoustics in which Doppler effects are not often present. Because of the way movement is cut into different frames information on the actual speed is lost. Future version will reproduce it though, it's not that hard.

PS These things are all documented... (in the source code ;)) https://github.com/aothms/ear/blob/mast ... e.cpp#L156

Pilchard123 wrote:I do remember seeing a Doppler effect customising thing, but that may have been a Blender internal thing.

Yep. Blender internal thing.
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Re: Adapting lux to render sound?

Postby Pilchard123 » Tue May 01, 2012 12:12 pm

I've rendered a stereo version of example 2. There were a few teething problems, most of them my fault, and the others due to the fact that there isn't much documentation for this (yet).

The stereo effect is noticeable, but not very, because there isn't much of a big change in the positions of objects - the listener doesn't ever turn. Inverting one channel in Audacity and adding it to the other does not leave a line, so I'm pretty sure it works. Is there a version of example 2 with the camera and its keyframes in the .BLEND file? If I could copy the camera's rotations to the listener, I could compare what I see to what I hear and see if they match.

Also, is there a way of accepting .WAV files as uploads?
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Re: Adapting lux to render sound?

Postby thomas » Wed May 02, 2012 10:08 am

Pilchard123 wrote:most of them my fault,

Haha I doubt it... again a new version to fix some problems specific to the stereo rendering, please update from https://github.com/aothms/ear/downloads

Secondly, sorry I had no idea the camera was not in the blend file on-line. Here is an update example 2 blend file, with the camera information and an additional stereo listener: http://www.explauralisation.org/example ... ereo.blend Note that it is only the blend file, so you need to place it in the same folder as the extracted example 2 archive in order for it to find the referenced sound files.

Thirdly, I failed to mention something important regarding the orientation of the stereo listener. The right ear of the listener is on the local positive x axis of the Blender empty object. In the file .blend file I just put online, the StereoListener object shares the animation curves with the camera, that way both are aligned correctly.

Lastly, an important property to keep an eye on is the Frame Step parameter in the Render > Dimensions panel. It controls the temporal resolution of the render. So in order to capture the rapid movement of the camera this might need to be set a little lower. To further improve the quality, the Samples property in the Render > EAR panel might also need to be increased, but has a very large impact on render time.

Thanks for bearing with me Pilchard123, hopefully you'll get better results with new code and setup. I ran a very quick test, and found the stereo test much more spatial than the mono test. I hope you will agree with me on this.
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