Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!wuarchive!mit-eddie!uw-beaver!milton!txtj@vax5.cit.cornell.edu From: txtj@vax5.cit.cornell.edu (Scott Glazer) Newsgroups: sci.virtual-worlds Subject: Re: Virtual Sound Message-ID: <1991Feb21.123526.2905@vax5.cit.cornell.edu> Date: 21 Feb 91 16:35:26 GMT References: <810.27bc8714@venus.ycc.yale.edu> Sender: news@milton.u.washington.edu Organization: CIT, Cornell University Lines: 23 Approved: cyberoid@milton.u.washington.edu I know Jaron Lanier's worlds (or some of them) have fairly realistic directional sound, stuff like a ticking clock that comes from the right direction and if you put your head read close it sounds louder in one ear (though come to think of it, this is a much easier trick than getting the phase differences correct and compensating for pinna distortions). I've thought for a while that virtual sound could provide a real inroad for a consumer application of virtual reality. If we could get all the sound processing neccessary on a chip, you could stick it into a walkman, mount a real cheap head-rotation sensor on one of the earphones, and produce some fairly interesting effects. It would work best with sound recorded binaurally, of course. The idea is that is you hear, say, a trumpet player in front of you and a drum to the right, you could turn toward the drum, and hear it in front. Give you some real interaction with whatever you are listening to. -Scott Glazer "Our universe is probably closed, its spacetime structure resembling a tremendous doughnut. Scientists have recently initiated the search for the cream filling." Brought to you by Super Global Mega Corp .com