6 X3D Models |
X3D Model Descriptions |
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All Audio Graph Nodes Test
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List of all X3D4 audio graph nodes to test infrastructure and validation support. Absence of attributes means that checking and removal of default values is working. |
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Filters
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This X3D scene involves three sound sources. Each of them is visualized by a 3D object (in our case is a sphere) that depicts the sound effects. Specifically, we have added filters through of them we are able to manage the different sound effects in an impressive way. Filters can be composed of a number of attributes, frequency, detune, gain and the quality factor which also known as Q. Furthermore, the filters are classified in some specific types, depending on the sound effects that produce. In detail, there is the Low-pass filter which can create more muffled sound. Another one is the High-pass filter, which is used to generate tinny sound. Equally important is the Band-pass filter, which cuts off low and high frequencies and passes through only these within a certain range. On the contrary, the Notch filter has exactly the opposite operation of the Band-pass filter. Then is the Low-shelf filter, its role is to change the amount of bass in a sound, as a result the frequencies that are lower than the current frequency get a boost, while them that are over it remain unchanged. Next, the High-shelf filter is responsible for the quantity of treble in a sound. Moreover, Peaking filter is used in order to handle the amount of midrange in a sound. Lastly, there is the All-pass filter, whose role is to introduce phaser effects. |
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Inline Sound Source
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This demo is the same with the Single Audio Demo, with the difference that it uses the Inline grouping node. Namely, the scene is an X3D file and all nodes are loaded by Inline node via the "url" of X3D file. |
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Single Audio
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The first demo contains a concise X3D scene. The scenario here is the implementation of a single sound source, which is represented by a 3D object. The spatiality of the sound is expressed by a process, in which when the user approaching nearby to the sound source the volume is increased and accordingly when removed there from is reduced. In addition to this and depending on the side of the sound source that the user observes, the sound is emitted from the corresponding speaker. Apart from the 3D scene, we have also added an analyser slider. The analyser gives the possibility to receive real-time generated data, without any change from the input to output sound information. Through this process we achieved the audio visualization of the sound source. |
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Spatial Audio Camera Animation
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In the last demo, there are two sound sources in different positions. Through the immersion in the X3D scene the user could attend a rational navigation. Whenever the camera moves in the direction of an existing sound source, the strength of this source increases, while the sound strength of the other (the second one) decreases and vice versa. Through this process, great realism of the scene is achieved, since it emulates the spatial sound in real world. |
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Split Channels
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This X3D scene includes a simple sound source which can be moved right and left. Depending on the position of the sound source, the user can hear the produced sound from the corresponding output speaker. Accordingly, there is a source that can be passed through a SpatialSound for the spatialization of the input audio. The approach is based on the relative position of the source and the listener, in comparison to the panner. |