Beta, it's something called like "acoustic chaining", or "encadenamiento acústico". It's all about sound priority levels and panning to create the illusion. First I made a blueprint of the rooms and the path that the protagonist would follow, then decided in which time he would enter at every room, and how every one of them would sond if you were in there. It's all mind games!
Pingfah · Member since
[QUOTE] [b]thomasquinn 32989 wrote:[/b]
You want real 3d audio? Get a binaural recording. You have two ears, not 5.1, and two channels is all you need for realistic 3d sound, provided you record it in the right way. Listen to Lou Reed's "Street Hassle" or "The Bells" albums with headphones. There's nothing quite like it.
[/QUOTE]
Or indeed the Pearl Jam album, Binaural. An aural feast.
Chief Mouse · Member since
[QUOTE]
[b]C_Matt wrote: [/b] Here you have a Queen 3D audio clip.
Background story: You are Reinhold Mack and Queen is about to record a new take for 'Play the Game'. Reinhold comes back in the studio and put the tape to record. There are actually two Freddies, one singing and other playing the piano.
This is really a 3D experience!
.[/QUOTE]
That was cool!
BETA215 · Member since
[QUOTE]
[b]C_Matt wrote: [/b] Beta, it's something called like "acoustic chaining", or "encadenamiento acústico". It's all about sound priority levels and panning to create the illusion. First I made a blueprint of the rooms and the path that the protagonist would follow, then decided in which time he would enter at every room, and how every one of them would sond if you were in there. It's all mind games![/QUOTE]
Can you share the blueprint? I'm having a confusion about Freddie's room. Where it is.
Also, I'm very very very very very curious about this things.
Oscar J · Member since
Our hearings sense of direction is mainly based on time differences - how big the delay is between the sound hitting each ear. A sound coming from in front of you hits both your ears at the same time, while a sound coming from the left, obviously hits your left ear first, and then your right a couple of hundred micro-seconds later. The sound level each ear is perceiving is also taken into account. I suppose that's how we tell the difference between a sound coming from in front of us and a sound from behind us (the ears being angled forwards means a higher perceived sound level from that direction). We only have two eardrums, so theoretically two microphones and two speakers should be enough to simulate a full 3D sound.
C_Matt · Member since
Beta, this is a remake of the original blueprint and path, since I haven't the hand-made one anymore.
The "X" are the points where he stops. Of course, the distances aren't accurate or real, but this gave me an idea to do the audio. Being accurate with the distances would make the audio a bit longer and might boring.