Most Recent Version
Orchestra Reflections with Pitch Angle Attenuation (Last Update)
Attenuation has being applied to the main source and all the reflection based on the listener height (pitch) angle. The main source has being spatialized via attenuation although being so close to the listener the only effect is panning. Two stereo reflections set at different distances behind the listener. The high reflections are closer to the listener and use a delay to enhance spatialization. The low reflections are placed far from the listener and use a HP filter, they received transient shaping and delay to enhance 3D perception.
Pros:
-When the player looks down it attenuated the orchestra creating a more immersive experience.
-The 3D space easily follows head turn and gives a sense of reflections coming from walls in the building.
-Since they are spatialized behind the listener, the reflection sounds present no problems in the mix of the original music. This can be very helpful when dealing with music mixed from different sources.
Cons:
Left and right channels for the back reflections are flipped. This can be fixed later (very easy with middleware).
Past Iterations
Orchestra Main Source Spatialized with Back Reflections
The main source has being spatialized via attenuation although being so close to the listener the only effect is panning. Two stereo reflections set at different distances behind the listener. The high reflections are closer to the listener and use transient shaping as well as delay to enhance spatialization. The low reflections are placed far from the listener and use a HP filter, also transient shaping and delay to enhance the 3D perception aspect.
Pros: 3D space easily follows head turn and gives a sense of reflections coming from walls in the building. Since they are spatialized behind the listener, the reflection sounds present no problems in the mix of the original music. This can be very helpful when dealing with music mixed from different sources.
Cons: Left and right channels for the back reflections are flipped. This can be fixed later with audio middleware or researching the game engine.
Orchestra Reflections In Front of Listener
Two stereo reflections set at different distances in front of the listener. The high reflections are close to the listener and use transient shaping as well as delay to enhance spatialization. The low reflections are placed far from the listener and use a HP filter, also transient shaping and delay to enhance the 3d perception aspect.
Pros:
3d space easily follows head turn and gives a sense of players performing in front.
Cons:
It needs more work controlling the high end frequencies (side chain is a possible solution)
It would be more involved work adapting this system for various song mixes.
Orchestra Reflections Behind the Listener
Two stereo reflections set at different distances behind the listener. The high reflections are closer to the listener and use transient shaping as well as delay to enhance spatialization. The low reflections are placed far from the listener and use a HP filter, also transient shaping and delay to enhance the 3D perception aspect.
Pros:
3D space easily follows head turn and gives a sense of reflections coming from walls in the building.
Since they are spatialized behind the listener, the reflection sounds present no problems in the mix of the original music. This can be very helpful when dealing with music mixed from different sources.
Cons:
Left and right channels are flipped. This can be easily fixed with audio middleware.
The when the listener looks far to one of the sides the sound quickly increases in volume and can be distracting. This can be fixed by smoothing out the focus curve in attenuation.