Hi,
I'm looking for information on how X3DAudio maps 3d sounds to
speaker positions. I realize it's done by setting the
pMatrixCoefficients member of X3DAUDIO_DSP_SETTINGS, but when you
specify X3DAUDIO_CALCULATE_MATRIX, how is it handled? Is there a
perceptually correct method for defining this matrix, or is it decided
on more by preference than correctness?
I can imagine how one might implement such a system; You could
choose a fall off model, specify the speed of sound, whether you're
using doppler, and so on, and do calculations based on the recommended
geometry for a 5.1/7.1 speaker setup. Is this how
X3DAUDIO_CALCULATE_MATRIX works?
While a general understanding of how the 3D audio to speaker output
is done is good, I need specifics. We're attempting to study audition
in free field, and we need to know if X3DAudio will meet our requirements.
Thanks!
Andrew.
PS. Sorry about originally posting in the XACT XNA Game Studio Express forum!