Hi,
Im building a virtual environment within Max/Msp and have one final thing to implement. The goal is to emulate real world physics within this fictional space. This space got no physical objects, no ground, no nothing, only sound. That means that the amplitude follows the inverse square law to 100%, as an example.
Now I need to fix with the frequencies. What I'm wondering is if there's some rule like the inverse square law but who'll focus on frequencies? I know that different frequencies have different range.
By the way. Most objects don't move so there's not much doppler going on.
thanks,
/Max
Been thinking of doing it the easy way with only ambisonic externals but that's just no fun :)
– MaxM Feb 21 '13 at 18:25