3d sound possibilities for final project
There are several options for the creation of 3d sound in my project
- Use the ICST ambisonic externals for max/msp to provide a very accurate 3d sound representation
- use flash for the sound and adjust the volume and panning of each sound based on the objects position relative to the cameras view.
- use some form of sound spatialization such as quad-phonic panning or use of a surround sound system such as 5.1
I’ve looked at some of the pros and cons of each method and will update this page when i have done some experiments with each method as well.
Ambisonics
This would work by having each 3d object in the world associated with a sound ‘track’ in max/msp which would feed the audio stream through the ambisonics engine, then using an XML connection each tracks position would be updated fairly regularly, probably around 5-10 times a second.
In order for this to work the objects Cartesian coordinates would need to be converted into spherical coordinates before being passed to the ambisonics engine.
pros:
- very accurate representation of 3d sound
- separates the sound side of the program from the visuals spreading out the CPU load
cons:
- difficult to setup requiring very specific speaker placement and room acoustics
- to allow the listening point to move around would involve not actually moving the listener but rotating the world around them.
Sound spatialization
5.1 - by manipulating which speakers the sound is coming out of.
pros:
- easy setup - 5.1 surround sound setups are fairly common
cons:
- not really 3d sound only in 2 dimensions
- same problem as with ambisonics when wanting the listener to move around
Flash 3d sound
pros:
- listener is not limited to a fixed position.
- whole program can be done in flash meaning a wider audience could use the program
cons:
- not really 3d sound only in 2 dimensions
- all processing is done by flash so need to be very careful with resources