davircarvalho / Individualized_HRTF_Synthesis

Synthesis of individualized HRTFs based on Neural Networks, Principal Component Analysis and anthropometry
GNU General Public License v3.0
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Standard HeSuVi HRIR speaker arrangement #10

Closed ThreeDeeJay closed 1 year ago

ThreeDeeJay commented 1 year ago

tl;dr my suggestion is simply setting front speakers' default azimuth to 30° since that seems to be the common denominator in standards. Seems like a nice simple edit that'd be nice for the next update 👀👌

Currently, the HeSuVi speaker azimuths for Front/Side/Rear are 35°/110°/150°, but I'm not sure that's a standard. image

The HeSuVi developer prefers 30°/90°/135°, which is a (if not the) gaming standard: image https://etheses.whiterose.ac.uk/23687/14/Thesis.pdf#page=117 https://www.itu.int/dms_pubrec/itu-r/rec/bs/R-REC-BS.775-4-202212-I!!PDF-E.pdf#page=5

I've also seen 22.5°(movies)-30°(music)/90°-110°/135°-150° IMAGE ALT TEXT

Ideally, we'd always have the full 3D HRTF at one's disposal and virtual speakers would match the exact angles the mix was made for so we can retain positional accuracy, but surround speaker angles are rarely documented in games. Other than the example above, I just know about source games using 45°/45°(front repeated for "wide" configuration)/135° which completely ignores standards. Perhaps there's a way to dig into popular sound engines like Unreal/Unity (or just the documentation) to see what angles they use 🤔

davircarvalho commented 1 year ago

default speaker setup was changed in the latest release

ThreeDeeJay commented 1 year ago

Awesome, thanks! 👏