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297 lines
No EOL
12 KiB
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<appendix>
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<title>Miscellaneous Annotations</title>
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<section id="reverb-objects">
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<title>Reverberation Objects?</title>
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<para>
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In a generalization of the I3DL2 Extension for
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listener specific reverberation effects, it might
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be best to implement Reverb Objects. A Reverb Object
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is one example of a parametrized filter. Each
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such object encapsulates a set of attributes (the
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filter parameters). Sources and Listener alike
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have an attribute that allows the application coder
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to choose a reverb object for application either
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at the origin of the sound, or at the position of
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the listener. Initial implementation would only
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support one Reverb Object per Context, applied at
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the listener position.
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</para>
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<para>
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The I3DL2 Environment is a filter that alters the
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way the user experiences the virtual world. As
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filters require DSP operations it is limited by hardware
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processing capabilities.
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</para>
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<para>
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The I3DL2 Environment models the surroundings of the
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listener by simplifying the presumed acoustic properties
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of those surroundings into a small set of parameters.
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It allows to reproduce the effects of sound reflections
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and reverberation caused by walls and obstacles, and
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the muffling effects of obstacles inside environments
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or partitions between environments.
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</para>
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<para>
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Environment properties:
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Early reflections level and delay.
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Late reverberation level and delay, low- and high-frequency decay time.
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Reverberation diffusion, density and spectrum.
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</para>
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<para>
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Source properties:
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Direct path intensity and spectrum.
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Reverberation intensity and spectrum.
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</para>
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</section>
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<section id="al-objects-filters">
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<title>On Filters</title>
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<para>
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RFC/bk000502: Filters as the general concept of modifiers?
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Environment as a special case filter?
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Can we break down EAX environments into ReverbFilters where we
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parametrize late reflections, and ReflectFilters, which fake
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early reflections? Do we need this separation if we have
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calculated or distinct echo effect reflections instead of
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stocastic ones? Does it make sense to superimpose a general
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reverb kicking in after a delay t, with reflections (random
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or not) or should reverb only kick in after reflections are
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discarded?
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</para>
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<para>
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RFC/bk000502: old text.
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(Environment) Properties:
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Geometry - geometry is specified using an immediate mode API which is
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similar to OpenGL. Support for scene lists are also provided on a basis
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similar to OpenGL's display lists.
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Materials - specify the absorptive and reflective qualities of a piece
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of geometry. &AL; should provide a facility for accessing preset
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materials, and storing and retrieving new materials at runtime.
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</para>
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<para>
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RFC/nn: Atmospheric/ambient properties?
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REF/nn: A3D 2.0 IA3dMaterial
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</para>
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<section id="al-objects-filters-atmospheric">
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<title>Atmospheric Filter</title>
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<para>
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The atmospheric filter the effects of media with constant density,
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on propagating sound waves. The effect of the atmospheric filter
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is distance dependent. Atmospheric effects can be parameterized
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by specifying attenuation per unit distance, the scale for the
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unit distance, for one of a minimum of two frequency ranges
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(low frequency and high frequency roll-off).
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</para>
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<para>
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RFC/bk000502: do we specify the atmospheric filter per-source?
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The effect is clearly dominated by the most dense medium, but
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we have little chance simulating crossings between different
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media this way. Distance attenuation in media clearly depends
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on source and listener being embedded in the same medium,
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without any obstruction along the LOS.
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</para>
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</section>
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<section id="al-objects-filters-listenerreverb">
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<title>Listener Reverb</title>
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<para>
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Listener Reverb is a parameterized filter that modifies the sound at
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listener position to emulate effects of the surroundings, namely
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effects of late reflections. Without simulating sound propagation
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this reverb accounts for the averaged outcome of different arrangements
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of reflecting/absorbing surfaces around the listener.
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</para>
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</section>
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<section id="al-objects-filters-sourcereverb">
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<title>Source Reverb</title>
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<para>
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There is currently no support for reverb at the source position.
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</para>
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</section>
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<section id="al-objects-filters-reflection">
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<title>Reflection Filter</title>
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<para>
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First order reflection (and, if support, O(n) reflection for small n)
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can choose to simulate the effects of different materials by
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parametrizing reflection filters.
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There is currently no support for reflections.
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</para>
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</section>
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<section id="al-objects-filters-transmission">
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<title>Transmission Filter</title>
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<para>
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Sound propagation along the LOS can pass through obstructions
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specified as convex polygons. The effects of lossy transmission
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can be approximated by applying a once-off filtering. Like
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atmospheric filters, this can be a frequency-dependent roll-off,
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unlike atmospheric filters this does not take distance into
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account. Transmission filters can be used to emulate losses
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on crossing separating surfaces between different media (water/air
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borders).
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There is currently no support for transmissions.
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</para>
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</section>
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</section>
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<section>
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<title>Parameterization over Time</title>
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<para>
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Fading and cross-fading. There are three ways to handle any kind
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of gain control as a function of time:
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<itemizedlist>
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<listitem>
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<para>
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manipulate gain per frame/sufficiently often
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</para>
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</listitem>
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<listitem>
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<para>
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parameterize, i.e. specify a target gain,
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a duration over which to interpolate, and an interpolation function
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</para>
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</listitem>
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<listitem>
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<para>
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provide an buffer that indicates amplitude, stretched over
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a duration/by a frequency
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</para>
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</listitem>
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The last mechanism also works for early reflections and echos,
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and any other temporal filtering. The first and second approach
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also work for attributes like Pitch.
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</para>
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</section>
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<section>
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<title>On Geometry</title>
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<para>
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Both the A3D API and implementation as well as EAX related utilities
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like EAGLE seem to indicate that any effort to handle scene geoemtry
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at API level will inevitably duplicate modules found in common game
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engines for purposes of collision detection, path planning, AI
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support, visibility and sound propagation culling.
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</para>
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<para>
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In other words, any such effort will inevitably lead to competing
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subsystems and multiple use of processing and memory resources to
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implement the same functionality. While it makes sense to provide
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templates, examples, and even utilities like EAGLE and SDK's to
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developers, it makes no sense to integrate any such functionality
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with the API.
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</para>
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<para>
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The geometry based processing inevitably leads to a scene graph
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API, with all the resulting problems. On closer examination it
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seems that the specification and storage of source and listener
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positions is a red herring.
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</para>
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<para>
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Second and higher order reflections seem to be irrelevant.
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</para>
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<para>
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Reflection can be faked by stochastic means, but an actual
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presence/immersion effect will require smooth transitions
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depending on the continuous change of distance between
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sources, listener, and dominant reflectors.
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</para>
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<para>
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Dominant reflectors are presumed to be 1st order,
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with material properties that incur little or no loss
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(or even provide amplification), and significant
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surface area.
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</para>
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<para>
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Transmission loss through dense media is equivalent to
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the distance attenuation model.
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</para>
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<para>
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Refraction/reflection loss at border surfaces separating
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media....
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</para>
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<para>
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No explicit geometry to check whether there is any indirect
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(1st order reflection, multiple reflections) path between
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source and listener - the application is usually better
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equipped to handle this (portal states, PHS). The benefit
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of forcing the AL implementation to check for obstruction
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(object inersecting LOS) is questionable at best - LOS
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checking is also better done by the main application.
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In essence, the application might even handle the 1st
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order reflections IFF we provide the means to generate
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early reflection instead of rolling dice, and if we
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make it cheap to enable a path between a source and
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the listener complete with a material. Come to think of
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it: the implementation guarantees n paths with m filters
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one of which is transmission or reflection, one is
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distance attenuation, one is source reverb, one is
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listener reverb....
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</para>
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</section>
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<section>
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<title>No ALU</title>
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<note id="bk000019-01"><title>RFC</title><para>
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ALU, like GLU, is a problem: linkage dependencies, multiple drivers
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sharing one ALU etc. It would be best to not clutter the specification
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with ALU/ALUT. Any support code/template repository/SDK can be
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maintained as a separate open source project.
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</para></note>
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<para>
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ALU provides operations that do not affect driver or hardware state.
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These can be resampling/conversion methods or other sample data
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processing, or utilities for (optimized) filter generation. ALU
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does not provide I/O operations. At this time,
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ALU is not specified and not implemented.
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</para>
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<para>
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RFC/bk000502: GLU is becoming a bit of a problem right now, with
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most applications avoiding it as they load GL DLL's explicitely,
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but do not trust the ABI specification enough to link against GLU,
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and not bothering to load it. A vendor-neutral open source ALU
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works for me, but we can not accept link time dependencies to AL.
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ALU (like GLU) is meant for minimal convenience, in small
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building blocks, it is not meant as an SDK.
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</para>
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<para>
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RFC/bk000502: old text.
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ALU is the AL Utility library, and provide functions for performing audio
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conversion, preset material properties, and a compatability layer for
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legacy stereo format audio. This includes support for panning and per
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channel volume control.
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</para>
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<para>
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RFC/nn: Er, what else does the world of 2D sound usually need?
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</para>
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</section>
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<section>
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<title>No ALUT</title>
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<para>
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Application coders frequently request additional support for sound
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handling to the extent of sophisticated SDKs. It is expected that
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SDK vendors will provide such products on top of AL. ALUT (in analogy
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to GLUT) would constitute an "official" SDK if desired. At this time,
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ALUT is not specified and not implemented, and not intended to be part
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of &AL; proper.
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</para>
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<para>
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ALUT is a utility toolkit for &AL;. It sits on top of ALC.
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It provides convenience functions for accessing files, for playing sounds,
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and an API for accessing CDROM functionality.
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</para>
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</section>
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<!-- Driver DDK section
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http://www.microsoft.com/directx/
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http://www.microsoft.com/DDK/DDKdocs/win98ddk/ds-ddk_8eas.htm
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-->
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</appendix> |