ï~~Proceedings of the International Computer Music Conference 2011, University of Huddersfield, UK, 31 July - 5 August 2011 SOUND ELEMENT SPATIALIZER Ryan McGee, Matthew Wright Media Arts and Technology University of California, Santa Barbara ryan@mat ucsb. edu [email protected]. edu ABSTRACT Sound Element Spatializer (SES) is a novel system for the rendering and control of spatial audio. SES provides simple access to spatial rendering techniques including VBAP, DBAP, Ambisonics, and WFS via OSC. Arbitrary loudspeaker configurations and an arbitrary number of moving sound sources are supported. SES operates as a crossplatform C++ application that can spatialize sound sources from other applications or live inputs in real-time. Also included are means for decorrelated upmixing. 1. INTRODUCTION Computer music composers have carefully crafted the spatial dimension of sound for decades [2]. It can contrast and animate sounds in space in a way comparable to the use of pitch in the frequency domain. Spatialization can clarify dense textures of sounds, make greater numbers of simultaneous sound elements perceivable, and choreograph complex sonic trajectories [13]. For effective spatialization one must be able to precisely control the trajectories of spatial sound elements, i.e., their spatial positions as functions of time. Dramatic effects can be achieved when the movement of sounds is very fast- the "whoosh" of a high-speed vehicle driving by or the sounds of several insects flying around one's head, for example. With computers we can simulate moving sound sources beyond the scope of reality. For instance, one may simulate a violinist flying around a room at 100mph or decompose a sound into constituent elements to be individually spatialized. The goal of SES was to operate as a robust, crossplatform, standalone application that would be easy to integrate with any audio application and scale to support spatialization of an arbitrary number of sound sources over an arbitrary loudspeaker configuration, with dynamic selection among spatialization rendering techniques including Vector Base Amplitude Panning (VBAP) [10], Distance Based Amplitude Panning (DBAP) [5], Higher Order Ambisonics (HOA) [6], and Wave Field Synthesis [1]. Control of sound trajectories should not limited to a proprietary GUI or to programming in a given environment, but instead accomplished via Open Sound Control (OSC) [16, 17]. 1.1. Digital Audio Workstation Software Popular digital audio workstation (DAW) software packages such as Logic, ProTools, Live, Digital Performer, etc., though useful for many aspects of layering and shaping sound in time, offer impoverished spatialization functionality. While DAWs sometimes include spatial panning interfaces or plug-ins, these panning methods are limited to sounds in a 2-dimensional plane and are not scalable to accommodate loudspeaker configurations beyond consumer formats such as stereo, quadraphonic, 5.1, 7.1, and 10.2 [8]. DAW packages may include integrated automation editors for the time-dependent control of spatialization parameters, but the automation of spatialization becomes cumbersome when implementing complex geometric trajectories for several sound sources or wanting to specify intricate trajectories procedurally. 1.2. Related Work Outside the world of DAWs, there are several spatial audio platforms including BEASTMulch [15], Zirkonium [11], Jamoma [8], Spatialisateur [3], and OMPrisma [14]. While these systems do greatly extend the compositional capabilities for spatialization well beyond those of DAWs, all currently lack in at least one area of usability, scalability, flexibility, or control, as shown in Table 1. Features of. Current 03 U""."" 03 -1 Spatialization - Systems. o a DAWs / BEASTmulch / / / Zirkonium / / Jamoma / / / / / Spatialisateur / / / / OMPrisma / / / / SES1 / / / / / / / Table 1. Comparison of Current Spatialization Systems
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