R. W. Furse, “Building an OpenAL Implementation Using Ambisonics,” in Proc. AES Conference: 35th International Conference: Audio for Games, Feb. 2009, pp. 20:1-8. [Online]. Available: https://aes.org/publications/elibrary-page/?id=15174
Furse RW. Building an OpenAL Implementation Using Ambisonics. In: AES Conference: 35th International Conference: Audio for Games. Audio Engineering Society; 2009.pp. 20:1-8. Available from: https://aes.org/publications/elibrary-page/?id=15174
@inproceedings{Furse2009_15174,
author = {Furse, Richard W.},
title = {{Building an OpenAL Implementation Using Ambisonics}},
booktitle = {AES Conference: 35th International Conference: Audio for Games},
pages = {20:1-8},
year = {2009},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=15174}
}
TY - CPAPER
TI - Building an OpenAL Implementation Using Ambisonics
AU - Furse, Richard W.
T2 - AES Conference: 35th International Conference: Audio for Games
SP - 1
EP - 8
M1 - Paper 20
PY - 2009
DA - 2009/02/06
UR - https://aes.org/publications/elibrary-page/?id=15174
PB - Audio Engineering Society
LA - en
AB - OpenAL allows 3D spatialisation to be provided from outside game code; new implementations can be "plugged in". Ambisonics separates an abstract soundfield representation from actual speaker feeds and allows decoding to large number of speakers, including arrangements in 3D. We present the design of an Ambisonic OpenAL driver implemented in three segments: an "environment" managing state, a "renderer" using this state to generate an abstract Ambisonic soundfield representation and a "decoder" which applies whatever decoding algorithm is desired and feeds the available hardware. We also describe techniques to decode for surround stereo and headphones.
ER -