Dear Valerie,
if you are aiming to then play back the signals via headphones, you can use the 3D Tune-In Toolkit binaural test application. Here you can hear a demonstration:
You can download the application that is in the video here, for free:
and in the same repo you can find the C++ open source code, as well as a few other releases, such as a VST plugin, a _javascript_ plugin and a Unity asset. You can't directly plan and control trajectories, but the application can be controlled remotely using
Open Sound Control (OSC) therefore you can use other programs (e.g. MaxMSP, Matlab, Python, etc.) to control trajectories and timing.
There is also a version of the Toolkit for loudspeakers but...it's rather limited, and works only for systems with 8 loudspeakers arranged on the corners of a cube.
Best
Lorenzo -- Dr Lorenzo Picinali Reader in Audio Experience Design Dyson School of Design Engineering Imperial College London Dyson Building Imperial College Road South Kensington, SW7 2DB, London T: 0044 (0)20 7594 8158 E: l.picinali@xxxxxxxxxxxxxx http://www.imperial.ac.uk/people/l.picinali https://www.axdesign.co.uk/ From: AUDITORY - Research in Auditory Perception <AUDITORY@xxxxxxxxxxxxxxx> on behalf of Valeriy Shafiro <firosha@xxxxxxxxx>
Sent: 12 October 2021 15:33 To: AUDITORY@xxxxxxxxxxxxxxx <AUDITORY@xxxxxxxxxxxxxxx> Subject: [AUDITORY] synthesizing virtual movements of naturalistic sound sources
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!
Thanks,
Valeriy
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