Removing old workaround, has been fixed now. Also elaborating on some comments

parent 15468132
......@@ -24,6 +24,7 @@ va.set_sound_source_signal_source( S, X )
timestep = 128 / 44100; % here: depends on block size and sample rate
manual_clock = 0;
va.set_core_clock( 0 );
spatialstep = 0.01;
disp( [ 'Resulting sound source speed: ' num2str( spatialstep / timestep ) ' m/s' ] )
......@@ -49,13 +50,8 @@ for n = 1:length( x )
waitbar( n / numsteps )
end
close( h )
% Temporary workaround
va.set_rendering_module_parameters( 'MyBinauralFreeField', struct( 'prepare_manual_reset', true ) );
va.set_core_clock( 0 )
va.disconnect
disp( 'Stop VA to export simulation results from rendering module(s)' )
......@@ -37,8 +37,7 @@ x = linspace( -1, 1, numsteps ) * 5; % motion from x = -5m to x = 5m
h = waitbar( 0, 'Hold on, running auralization' );
for n = 1:length( x )
% Modify scene as you please (position has no real effect for this
% renderer)
% Modify scene as you please (position has no real effect for prototype generic path renderer)
pos = [ x( n ) 1.7 -1 ];
distance = sum( abs( pos - [ 0 1.7 0 ] ) );
va.set_sound_source_position( S, pos );
......@@ -46,14 +45,14 @@ for n = 1:length( x )
brir = itaAudio();
brir.timeData = zeros( 1024, 2 );
brir.timeData( 1, 1 ) = 1.0 / distance;
brir.timeData( 1, 2 ) = 0.5 / distance; % just make inbalanced for fun
brir.timeData( 1, 2 ) = 0.5 / distance; % just make inbalanced and distance dependent for fun
path_update = struct();
path_update.source = S;
path_update.receiver = L;
path_update.ch1 = brir.timeData( :, 1 );
path_update.ch2 = brir.timeData( :, 2 );
path_update.delay = distance / va.get_homogeneous_medium_sound_speed(); % will generate smooth doppler
path_update.delay = distance / va.get_homogeneous_medium_sound_speed(); % will generate smooth Doppler even for fast motion
va.set_rendering_module_parameters( 'MyGenericRenderer', path_update );
% Increment core clock
......@@ -66,7 +65,6 @@ for n = 1:length( x )
waitbar( n / numsteps )
end
close( h )
va.disconnect
......
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