View Full Version : 3D sound - any updates/tips?

01-24-2018, 02:14 AM
I've read the Vizard docs on 3D sounds and had a play with the basics - all good as far as it goes however I noted that apparently it only works with mono .WAV files.

A couple of related questions:

Just incase the docs are lagging behind the software I wanted to check whether the above restrictions were still current?

Also, I wondered whether anyone had had any success (and therefore had any tips) for working with/simulating stereo 3D sounds so that depending oon the viewers orientation the volume differs between the ears to give a sense of direction (this is what I want to do)? Can Directsound handle this?

Alternatively, could a callback function be used to obtain the orientation of the viewer and to modify the sound parameters in realtime to create this effect? In theory this should be possible but with buffering I don't know how responsive this would be?

Has anyone tried anything like this?

Many thanks,

01-25-2018, 02:56 AM
Even though the sound file needs to be a mono WAV file it will play differently in each ear depending on the position and orientation of the user and the sound source. The sound is processed through the Windows DirectSound API. The 3D sound (http://docs.worldviz.com/vizard/#Tutorial__3D_Sound.htm) tutorial includes example code and sound files you can try out.

01-30-2018, 10:45 AM
The 3D sound is only mono in the sense of that it's coming from a fixed point in space, like the snap of fingers or tapping a drum. Imagine playing a stereo sound from a single speaker on your desk - it would be coming from one location (mono), but it would reach each ear differently (stereo).

02-01-2018, 06:14 AM
Thank you both for your replies - I understand what you mean and it's good to know, I'll investigate further and see how I get on.