9 releases
0.4.1 | Feb 17, 2021 |
---|---|
0.4.0 | Feb 8, 2021 |
0.3.1 | Oct 26, 2020 |
0.3.0 | May 20, 2019 |
0.1.2 | Jul 22, 2018 |
#382 in Audio
133 downloads per month
Used in caper
145KB
3K
SLoC
ambisonic
Compose and play 3D audio.
The ambisonic library provides 3D sound scene support on top of rodio
.
It allows positioning and moving sound sources freely in 3D space around a virtual listener,
and playing the resulting spatial mix in real-time over a sound card.
Features
- Realistic directional audio
- Take
rodio
sound sources and place them in space - Doppler effect on moving sounds
Gallery
- Video that demonstrates spatial audio in a 3D graphics scene by @bjadamson
Usage
Add this to your Cargo.toml
:
[dependencies]
ambisonic = "0.4.0"
Usage Example
Ambisonic can generate a sine wave for you:
use std::thread::sleep;
use std::time::Duration;
use ambisonic::{rodio, AmbisonicBuilder};
let scene = AmbisonicBuilder::default().build();
let source = rodio::source::SineWave::new(440);
let mut sound = scene.play_at(source, [50.0, 1.0, 0.0]);
// move sound from right to left
sound.set_velocity([-10.0, 0.0, 0.0]);
for i in 0..1000 {
sound.adjust_position([50.0 - i as f32 / 10.0, 1.0, 0.0]);
sleep(Duration::from_millis(10));
}
sound.set_velocity([0.0, 0.0, 0.0]);
Since Ambisonic is built ontop of Rodio, any file format that Rodio supports can also be loaded and positioned in 3D space.
let file = std::fs::File::open("path/to/your/file.wav").unwrap();
let source = rodio::Decoder::new(std::io::BufReader::new(file)).unwrap();
let source = source.repeat_infinite();
let mut sound = scene.play_at(source.convert_samples(), [50.0, 1.0, 0.0]);
// move sound from right to left
sound.set_velocity([-10.0, 0.0, 0.0]);
for i in 0..1000 {
sound.adjust_position([50.0 - i as f32 / 10.0, 1.0, 0.0]);
sleep(Duration::from_millis(10));
}
sound.set_velocity([0.0, 0.0, 0.0]);
Technical Details
ambisonic
is built around the concept of an intermediate representation of the sound field,
called B-format. The B-format describes what the listener should hear, independent of
their audio playback equipment. This leads to a clear separation of audio scene composition and
rendering. For details, see Wikipedia.
In its current state, the library allows spatial composition of single-channel rodio
sources
into a first-order B-format stream. The chosen renderer then decodes the B-format stream
into audio signals for playback.
Currently, the following renderers are available:
- Stereo: simple and efficient playback on two stereo speakers or headphones
- HRTF: realistic 3D sound over headphones using head related transfer functions
Although at the moment only stereo output is supported, the B-format abstraction should make it easy to implement arbitrary speaker configurations in the future.
Learning Resources
https://github.com/mbillingr/ambisonic/blob/master/documents/info.md
License
Licensed under either of
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)
at your option.
Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
Dependencies
~2–6.5MB
~127K SLoC