SoundObject creates a binaural sound with the senses of three-dimensional sound localization from a monaural acoustic source and its positional information. It supports headphones-based as well as stereo speakers-based 3D spatial sound.
Conventional three-dimensional binaural sound processors implement sound localization with the convolution of an acoustic source and head-related impulse response (HRIR) that represents scattering by the head. Since the convolution consumes a large amount of computational resource, SoundObject assumes that scattering by a head consists of scattering by a rigid sphere and pinnae (earlobes), then enables sound localization with simplified sphere and pinna scattering effect filters.
And in many cases, conventional convolution-based binaural sound rarely creates a sense of front distance, while SoundObject enables it by reflected waves in a reverberation room.
Furthermore, Doppler effect inevitably results from a moving acoustic source. Generally, sine waves whose frequency difference is 0.3% are distinguishable as different sounds. This fact implies that the recognizable Doppler effect results from an acoustic source whose speed exceeds approximately 1m/s. Since it is never high speed, SoundObject constantly adds Doppler effect when an acoustic source is moving.
SoundObject is provided as a VST 3 plug-in for digital audio workstations (DAW) and supports 44.1KHz, 48KHz, and 96KHz sampling rates. OS environment is 64bit Windows 10. Refer to the following document for details.
More info and free download here: suzumushi | SoundObject @ Github