构建一个3D声音

huangapple go评论58阅读模式
英文:

Building a 3d sound

问题

我正在尝试改进我的WaveApi库,它实际上使用立体声44100正弦波的混合缓冲同时播放不同的声音。

现在我可以控制两个通道的音量和赫兹,我想要的是模拟远处听到的声音。通过减小该声音的立体声级别很容易实现。

但是,对于位于观察者后方的声音,我没有办法区分它与前方的声音。

有没有一种方法可以通过赫兹或级别来听到前方或后方的声音?

英文:

I am trying to improve my own WaveApi library, that actually plays different sounds simultaneously using mixed buffers of stereo 44100 sine waves.

What I would like, now that I control volume and hertz on 2 channels, is to simulate a sound heard far away. Easily done by reducing the stereo levels of that sound.

But, for a sound located behind the observer, I have no solution for making the difference with front sounds.

Is there a way to play with hertz or levels to hear something far in front or in back?

答案1

得分: 2

你可以尝试使用静态空间音频对象、动态空间音频对象和使用Microsoft的头部相对传递函数(HRTF)的空间音频对象来实现空间声音。

有关更多详细信息,建议您参考文档:使用空间音频对象呈现空间声音

这里还有一个示例供您参考:Microsoft空间音频示例

英文:

You could try using static spatial audio objects, dynamic spatial audio objects, and spatial audio objects that use Microsoft's Head Relative Transfer Function (HRTF) to implement spatial sound.

For more details I suggest you could refer to the Doc: Render Spatial Sound Using Spatial Audio Objects

And here is an sample you could refer to: Microsoft Spatial Sound samples

huangapple
  • 本文由 发表于 2023年4月10日 19:34:13
  • 转载请务必保留本文链接:https://go.coder-hub.com/75976729.html
匿名

发表评论

匿名网友

:?: :razz: :sad: :evil: :!: :smile: :oops: :grin: :eek: :shock: :???: :cool: :lol: :mad: :twisted: :roll: :wink: :idea: :arrow: :neutral: :cry: :mrgreen:

确定