On Thursday 13 January 2011 19:48:38 Tom Szilagyi wrote: > On 13 January 2011 19:44, Brett McCoy <idragosani@xxxxxxxxx> wrote: > > Can you explain what the difference is here with 'stereo' and 'True > > Stereo', as far as convolution reverb goes? > > Quoting the IR homepage: > > [...] IR supports so-called 'True Stereo' impulses. These are four > channel impulses that describe a full convolution matrix (the four > channels contain, in order, the convolution paths L->L, L->R, R->L, > R->R).<end quote> Hm, that would then represent a stereo source in a virtual room recorded to a stereo sink. Nice. Not. What kind of purpose has this??? When I want reverb, I want to place the source in a certain position (via pan for example) and get the reverb for the room with the source "at that position", not the reverb of a stereo- reproduction of that source at another position, put into the virtual room and recorded in stereo again... The only places where convolution-reverbs make sense imho: 1) Place all sources in short distance to each other compared to the virtual room. Then you have a mono-to-stereo (when you mix to stereo). This will actually give good results. 2) Use an impuls-response-package with several inputs for several positions with each the stereo-output of the listening position. And the route your signals to the different source-inputs depending on the position in the room you want to give them. Gives better results then #1 but requires better reverbs. 3) Fold the ambient of your stereo-song played on a stereo system in the virtual room and record it at another position. Sounds like fun, but works reliable only when you use head-phones for listening. And is not worth the computation time for music that is to be played on any system from high-end stereos to mp3-players and mobile phones. Have fun, Arnold
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