## question about spatialisation (and the puddle principle)

Oct 4, 2006 at 7:43am

# question about spatialisation (and the puddle principle)

Hi all,

I’m trying to make a patch in wich I have 16 individual speakers (3x10x3) connected to a patch. I want to be able to randomly introduce a sound starting at a speaker and then going from that position to the other speakers.

I know I sound a bit criptic here but I’ll try to visualize it by comparing it whith a stone you throw into a puddle that’s the starting point and then it needs to do the circle thing (puddle again) and move the sound to the other speakers, the fade (puddle again) doesn’t need to be included in the transport of the sound but will be in the sound itself.

At this point I need to get the sound in a 2D way that means that the speakers are all lined up in a single row, after that I cookie is cracked I’d like to implement this in a 3D fashion where speakers are set up on a grid rather then a line.

I’ve tried to get my head around the spatialisation thingies on maxobjects but maybe I missed something.

Any ideas on this, starting points or whatever.

Best Regards

Pieter

#27960
Oct 4, 2006 at 11:32am

#85283
Oct 4, 2006 at 1:57pm

maye you’d like those externals

http://www.icst.net/index.php?show=137

#85284
Oct 6, 2006 at 8:24pm

pieter coussement wrote:
> I know I sound a bit criptic here but I’ll try to visualize it by
> comparing it whith a stone you throw into a puddle that’s the
> starting point and then it needs to do the circle thing (puddle
> again) and move the sound to the other speakers, the fade (puddle
> again) doesn’t need to be included in the transport of the sound but
> will be in the sound itself.

What a nice approach to spacialisation. I like that idea a lot

> At this point I need to get the sound in a 2D way that means that the
> speakers are all lined up in a single row, after that I cookie is
> cracked I’d like to implement this in a 3D fashion where speakers are
> set up on a grid rather then a line.

I think the difference between 2D and 3D in this case isn’t important.
The only parameter which is important for your concept is the distance.

> Any ideas on this, starting points or whatever.

Your approach is not covered by “normal” ways of thinking regarding
spatialisation. Most just think in terms of a single sound spot, and try
to create a “virtual spot”. This is a very technical way of thinking
which mostly ignores the difficulties with it. But as a strting point
you should have a look at vbap from Ville Pullki and multiouts~ form
GMEM. There is also the spat library from Ircam, but thats not available
freely. It includes reverberation int the equation of creating a virtual
sound spot.

In your approach you need to think about the time domain of the sound
itself, and the time of moving the sound. Maybe you think more of sound
creating, like create a short percussive sound which would be delayed
and reach the other speakers…
Or you have a sustained sound which will be panned to the other speakers.
There is a panning example in the examples folder, you can look at…

Good luck…

Stefan

Stefan Tiedje————x——-
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#85285

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