Wall of sound - Branch for Audio simulation using Blender
Kia ora,
This is my first submission on this site. I've been using blender for over 20 years, as an artist and later as a teacher.
I was looking into Phil Spectors 'Wall of Sound' technique, and realised that the echo's and overlaying of sound in a 3D space, could lend it's self to a 3d application.
If speakers in blender could emit audio, that operated in relation to collisions with walls, and different types of surfaces. Then blender itself could operate as a space for recording multitrack mixes, that would allow instruments to operate in relation to spatial/surface and other aspects related to the proximity of other instruments, also operating within that space concurrently. Allowing for simulations to occur that are themselves bound to the textures of a real space.
It seems for the most part that most digital audio editing software is limited as a linear approximation of a process that occurs in 3d space.
Based on the existing capacity for localised audio emission in blender via speakers that operate, in scenes in relation to the camera. If constraints were able to be added that gave control over echoes or reverberation, absorption by soft or porous materials that convert sound energy into heat or weight, or diffusion which may scatter sound waves evenly using irregular surfaces, and transmission as sound passes through boundaries like walls to other areas.
Then sound simulation in blender could offer a method - probably not the most intuitive system for new users - but a method that could allow for a backend processing for a front end user friendly interface - which could be a seperate branch for blender in reaction to audio production.
Or that could provide a more functional method of ensuring that audio could be processed in animated 3d scenes to cut down on inaccuracies that may occur in the contingency of multiple audio elements in a scene.
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