Introduction
Version 3 (Nils Peters, 03/27/2009 11:46 pm)
| 1 | 1 | h1. Introduction |
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| 3 | 1 | Many spatialization algorithms use a self-contained syntax and storage-format, wherein control messages (e.g. trajectories to move a sound virtually) programmed for one application are incompatible with any other implementation. |
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| 5 | 1 | This lack of a standardization complicates the portability of compositions and requires manual synchronization and conversion of control data - a time consuming affair. Incompatible data formats also prevent collaboration between researchers and institutions. |
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| 6 | 1 | The general idea is to development of a format to describe, store and share spatial audio scenes across 2D/3D audio applications and concert venues. |
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| 8 | 1 | Therefore we call for a collaborative developing of *SpatDIF - a format to describe spatial audio information in a structured way* to support real-time and non-real-time applications. |
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| 10 | 2 | Nils Peters | h1. Gols |
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| 12 | 3 | Nils Peters | *Platform independence:* Ideally any 3D audio rendering algorithm on any computer platform should technically be able to understand SpatDIF; |
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| 14 | 3 | Nils Peters | *Easily understandable syntax:* to prevent misunderstandings when stored data are shared; |
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| 16 | 3 | Nils Peters | *Extendability:* Easy adding of descriptors to extend the specification especially as long as SpatDIF is in development; |
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| 18 | 3 | Nils Peters | *Free and open source:* to increase the acceptance and widespread usage of this new format; |
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| 20 | 3 | Nils Peters | *Easy to connect:* with interfaces, controllers and sensors for real-time control of spatialization; |
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| 22 | 3 | Nils Peters | *Use of existing standards:* to focus on conceptual rather than technical development. |