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.
- Realistic directional audio
- Take
rodio
sound sources and place them in space - Doppler effect on moving sounds
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]);
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.