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Our paper presents ideas raised by recent projects exploring the embellishment, augmentation, and extension of environmental cues, spatial mapping, and immersive potential of scalable multichannel audio systems for virtual and augmented reality. Moving beyond issues of reproductive veracity raised by merely recreating the soundscape of the physical world, these works exploit characteristics of the natural world to accomplish creative goals that include the development of models for interactive composition, composing with physical and abstract spatial gestures, and linking sound and image. We are presenting a novel system that allows the user to treat the soundfield as a fundamental building block for spatial music composition and sound design.
Author (s): Graham, Richard; Cluett, Seth
Affiliation:
Stevens Institute of Technology, Hoboken, NJ, USA
(See document for exact affiliation information.)
Publication Date:
2016-09-06
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Session subject:
Music for VR/AR Projects
Permalink: https://aes2.org/publications/elibrary-page/?id=18510
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Graham, Richard; Cluett, Seth; 2016; The Soundfield as Sound Object: Virtual Reality Environments as a Three-Dimensional Canvas for Music Composition [PDF]; Stevens Institute of Technology, Hoboken, NJ, USA; Paper 7-3; Available from: https://aes2.org/publications/elibrary-page/?id=18510
Graham, Richard; Cluett, Seth; The Soundfield as Sound Object: Virtual Reality Environments as a Three-Dimensional Canvas for Music Composition [PDF]; Stevens Institute of Technology, Hoboken, NJ, USA; Paper 7-3; 2016 Available: https://aes2.org/publications/elibrary-page/?id=18510