Re: [AUDITORY] synthesizing virtual movements of naturalistic sound sources (Valeriy Shafiro )


Subject: Re: [AUDITORY] synthesizing virtual movements of naturalistic sound sources
From:    Valeriy Shafiro  <firosha@xxxxxxxx>
Date:    Thu, 14 Oct 2021 09:20:32 -0500

--000000000000cae30305ce50c826 Content-Type: text/plain; charset="UTF-8" Thank you all for sending great tips and software suggestions. This is very helpful! I put all responses into a google spreadsheet, and if there are more suggestions later I will add them there too. https://docs.google.com/spreadsheets/d/1c25TaQU-xIZEZBfstrdep2vCvbothxyi_eSLn19uiEM/edit#gid=0 Kind regards, Valeriy On Wed, Oct 13, 2021 at 2:06 PM Matthias Geier <matthias.geier@xxxxxxxx> wrote: > On Wed, Oct 13, 2021 at 6:08 AM Valeriy Shafiro wrote: > > > > Dear list, > > > > We are looking for ways to generate movement of naturalistic auditory > sound sources, where we take a recorded sound (e.g. a car or a bee) and > specify direction, speed and distance/range of its movement. Ideally, this > would be something publically available and open source, but if there is > proprietary VR software that can do the job, it would be great to know as > well . Any suggestions from experts or enthusiasts on the list are much > appreciated! > > If you are not afraid of highly experimental (and unfinished) > software, you can try the next generation of the Audio Scene > Description Format (ASDF), which I'm currently working on. > It allows you to define 3D trajectories with a (somewhat) simple HTML > syntax. > For documentation, see > > https://AudioSceneDescriptionFormat.readthedocs.io/ > > The format is independent of the playback software. One way to listen > to the sound scene is via a Pure Data External I've implemented as > part of the reference implementation: > > > https://github.com/AudioSceneDescriptionFormat/asdf-rust/tree/master/pure-data > > Another possibility is to use the SoundScape Renderer (SSR, > http://spatialaudio.net/ssr/), but this is even more experimental. > Here you'll have to check out a certain branch > (https://github.com/SoundScapeRenderer/ssr/pull/155) which enables > ASDF support. > > cheers, > Matthias > --000000000000cae30305ce50c826 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr">Thank you all for sending great tips and software suggesti= ons.=C2=A0 This is very helpful!=C2=A0 I put all responses into a google sp= readsheet, and if there are more suggestions later=C2=A0 I will add them th= ere too.<div><a href=3D"https://docs.google.com/spreadsheets/d/1c25TaQU-xIZ= EZBfstrdep2vCvbothxyi_eSLn19uiEM/edit#gid=3D0">https://docs.google.com/spre= adsheets/d/1c25TaQU-xIZEZBfstrdep2vCvbothxyi_eSLn19uiEM/edit#gid=3D0</a>=C2= =A0<br></div><div><br></div><div>Kind regards,</div><div><br></div><div>Val= eriy=C2=A0=C2=A0</div></div><br><div class=3D"gmail_quote"><div dir=3D"ltr"= class=3D"gmail_attr">On Wed, Oct 13, 2021 at 2:06 PM Matthias Geier &lt;<a= href=3D"mailto:matthias.geier@xxxxxxxx">matthias.geier@xxxxxxxx</a>&gt; = wrote:<br></div><blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0= px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">On Wed, O= ct 13, 2021 at 6:08 AM Valeriy Shafiro wrote:<br> &gt;<br> &gt; Dear list,<br> &gt;<br> &gt; We are looking for ways to generate movement of naturalistic auditory = sound sources, where we take a recorded sound (e.g. a car or a bee) and spe= cify direction, speed and distance/range of its movement.=C2=A0 Ideally, th= is would be something publically available and open source, but if there is= proprietary VR software that can do the job, it would be great to know as = well .=C2=A0 Any suggestions from experts or enthusiasts on the list are mu= ch appreciated!<br> <br> If you are not afraid of highly experimental (and unfinished)<br> software, you can try the next generation of the Audio Scene<br> Description Format (ASDF), which I&#39;m currently working on.<br> It allows you to define 3D trajectories with a (somewhat) simple HTML synta= x.<br> For documentation, see<br> <br> <a href=3D"https://AudioSceneDescriptionFormat.readthedocs.io/" rel=3D"nore= ferrer" target=3D"_blank">https://AudioSceneDescriptionFormat.readthedocs.i= o/</a><br> <br> The format is independent of the playback software. One way to listen<br> to the sound scene is via a Pure Data External I&#39;ve implemented as<br> part of the reference implementation:<br> <br> <a href=3D"https://github.com/AudioSceneDescriptionFormat/asdf-rust/tree/ma= ster/pure-data" rel=3D"noreferrer" target=3D"_blank">https://github.com/Aud= ioSceneDescriptionFormat/asdf-rust/tree/master/pure-data</a><br> <br> Another possibility is to use the SoundScape Renderer (SSR,<br> <a href=3D"http://spatialaudio.net/ssr/" rel=3D"noreferrer" target=3D"_blan= k">http://spatialaudio.net/ssr/</a>), but this is even more experimental.<b= r> Here you&#39;ll have to check out a certain branch<br> (<a href=3D"https://github.com/SoundScapeRenderer/ssr/pull/155" rel=3D"nore= ferrer" target=3D"_blank">https://github.com/SoundScapeRenderer/ssr/pull/15= 5</a>) which enables<br> ASDF support.<br> <br> cheers,<br> Matthias<br> </blockquote></div> --000000000000cae30305ce50c826--


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