Sound Bytes

VRML Authoring For Noisy Worlds

Demo Page

Pesented by:

Geoff Brown
Cosmo Applied Engineering, Silicon Graphics Inc.

Ed Allard
Desktop Systems Applied Engineering, Silicon Graphics Inc.

Alcoa Demo

The Alcoa demo was taken from the O2 Out Of Box Experience Industry Gallery.
It was modified for the Sound Bytes course to show the importance of sound. In this world, turning the sound off makes the whole world seem quite pointless.

Go to the Alcoa demo

Doorbell demo

In this demo the sound of the doorbell gives a clue about what is behind the door.

Go to the Doorbell demo

Simple sound demo

This demo shows a simple isalnd with a local sound in the middle of it.toggle/buttons2.wrl

Simple sound world

Sound geometry demo

This demo shows the geometric structure of the VRML Sound node. The sound range wireframe sturctures can be shown in CosmoWorlds by turning on the "Show Range" toggle in the Sound Editor. You can see them in the SGI player by putting "debug" at the beginning of the description field of the Audioclip node.

Go to Sound geometry VRML world

Island Demo

This is the simple demo of an island that shows some interesting ways structure a Sound node. It shows three different ways to use spherical (non directional) sounds. First is as a simple sphere, second is a pair of spheres that are stretched into ellipsopids to follow the stream path and the third is a squashed sphere that surronds the island for the surf sound. From the entry viewpoint, drive down the stream to the ocean.

Go to Island Demo

Here are also three images showing the sound ranges of thoese three cases:

This is another version of the Island demo with the "debug" flags turned on so you can see the sound ranges. You will enter from above in the "FLY" viewer. To navigate in this world, you probably will want to switchto the walk viewer.

Go to the Island Demo with "debug" ranges showing

Factory Demo

The "Factory" in this world shows two different methods for synchronizing a sequence of complex sounds to the movemont on the factory robot. In the first part of the robot's motion, the sounds are localized to individual parts and emanate from those parts. In the second half of the robot's motion, one sound was assembled from the parts and plays from the center of the robot.

Go to FactoryDemo

Synchronizing the event with the sound

This is a very simple example of triggering sound from events. Press the button and switch the switch.

Go to Simple Event Example

Long and short distance effects

Jungle Island from the Out Of Box Experience (OOBE) shows good examples of several sound techniques. We used the waterfall from it as an example of how to create the long and short distance effects of a sound. Notice how you hear the rumble of the waterall at a distance, but the higher hiss of the water is not audible until you are quite close to it.

Go to the Jungle Island waterfall example

Environemtal effects

The Courtyard - also from OOBE - shows the enviornmental change in the sound as you enter the tunnels. Notice the subtle reverberation added to the bird and water sounds when you drive through the long tunnel in the Courtyard world.

Go to the Courtyard

Sound for Sounds Sake

These are two examples of worlds that exist only for sound. The "Spatial Mixer" is a very simple world based on a single PROTO that positions a group of ambient type sounds that you can move through.

SpatialMixer demo

CyberGourds is Sam Chen's OOBE drum machine. It speaks for itself.

Cyber Gourds demo