Introduction

Version 8 (Nils Peters, 03/28/2009 08:00 pm)

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h1. Introduction
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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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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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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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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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h1. Goals
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*Platform independence:* Ideally any 3D audio rendering algorithm on any computer platform should technically be able to understand SpatDIF;
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*Easily understandable syntax:* to prevent misunderstandings when stored data are shared;
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*Extendability:* Easy adding of descriptors to extend the specification especially as long as SpatDIF is in development;
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*Free and open source:* to increase the acceptance and widespread usage of this new format;
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*Easy to connect:* with interfaces, controllers and sensors for real-time control of spatialization;
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*Use of existing standards:* to focus on conceptual rather than technical development.
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h1. No Goals
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SpatDIF is not ...
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a music notation system system in general. You may like "MusicXML":http://www.recordare.com/xml.html 
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a sound synthesis language
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a 3D graphic format
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primary made for computer games. you may like "OpenAL":http://connect.creativelabs.com/openal/default.aspx 
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h1. Use Cases
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SpatDIF is under development for the following [[user scenarios]].
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