Welcome to the slab3d home page

slab3d is a real-time virtual acoustic environment rendering system originally developed in the Spatial Auditory Displays Lab at NASA Ames Research Center.  slab3d performs spatial 3D-sound processing allowing the arbitrary placement of sound sources in auditory space.  It is released free to the public under the NASA Open Source Agreement.  This is a non-NASA website maintained by Joel D. Miller to support both NASA and non-NASA slab3d development.  slab3d was previously known as SLAB.

slab3d release contents

  • Applications
    • SLABScape renders an audio-visual virtual environment.  Several scene parameters can be manipulated in real-time.  Spatial sound processing is performed using the SRAPI library.
    • SLABWireDemo demonstrates the features of the slabwire library.  It includes wave, spectrum, and spectrally-triggered OpenGL displays.
    • SLABSurface is a control surface interface to slab3d, primarily used for prototyping synthesis patches.
    • SLABSound provides ASIO, DirectSound, Waveform API, and Wave (RIFF) file information.
    • SLABCall places a Voice-over-IP (VoIP) call to slab3d.
    • slabcon is a Microsoft Visual Studio console application demonstrating SRAPI-based development.
    • mcon is a C# version of slabcon demonstrating the managed use of SRAPI.
    • and other assorted demo and test applications...



 

  • HRTF (Head-Related Transfer Function) databases are included for binaural processing.
  • slabtools are MATLAB tools for HRTF database manipulation and VAE processing visualization.
    • slab archive (sarc) is an HRTF database archiving format.  Utilities are included for creating and viewing sarc data.
    • HRTF Lab (hlab) is an HRTF analysis MATLAB application.
  • Source code is included for all slab3d components.
  • Documentation is included in the release and available online.
  • A complete list of contents by release is available in the Version History "Contents" section.

slab3d specs

System
Operation Systems: Windows 2000/XP/Vista
Sound Sources:  
  • Waveform-Audio device
  • ASIO device
  • direct-from-disk file (8,16-bit PCM)
  • memory-buffered file (8,16-bit PCM)
  • recorded input (track recorder)
  • real-time user samples
  • Voice-over-IP (VoIP)
  • DIS frequency
  • DIS radio
  • HTTP URL-specified internet file (8,16-bit PCM, 32-bit float)
  • source submix
  • signal generator plugins
  • channel link
Sound Outputs:  
  • Waveform-Audio device
  • ASIO device
  • DirectSound device
  • direct-to-disk file
  • memory-buffered file
  • splitter
Sample Rate: Sound Sources:  arbitrary, resampled to engine rate as needed
Engine (processing and output):  arbitrary
Spatial Renderer (HRTF and material filters):  8000, 8192, 11025, 22050, 44100, 48000 Hz
API Latency: 4.3ms (ASIO buffer size = 64 samples, fs = 44.1kHz), 23ms (DirectSound buffer size = 1024 stereo samples, fs = 44.1kHz)
Full-Duplex Latency: 6.1ms (ASIO buffer size = 64 samples, fs = 44.1kHz)
Delay Lines: 2x upsampled (optional), linearly interpolated
Frame Size: 32 samples
Acoustic Scene
Number of Sound Sources: arbitrary, limited by CPU resources
Number of Listeners: 1
Room: rectangular room, image model, 6 first-order reflections
Environment Modeling: sound source location (x,y,z), wall location (length, width, depth), listener position (x,y,z,pitch,roll,yaw), head tracker sensor location (x,y,z); Render Plugin parameters for sound propagation delay, spherical spreading loss, wall materials, head and pinna (HRTF database HRIR and ITD interpolation)
Scene Update Rate: arbitrary, 120 Hz typical
Numerical Precision: double-precision floating-point scene geometry calculations
Spatial Render Plugin
Environment Modeling: sound propagation delay, spherical spreading loss, wall materials, head and pinna (HRIR and ITD)
DSP Update Rate: delay line indexing = every sample (22.7us), FIR taps = every 64 samples (1.45ms), leaky integrator parameter tracking
HRIR FIR Taps: variable, typical: direct sound path = 128 taps, reflections = 32 taps
Wall Materials Filter: first-order IIR filter
Numerical Precision: single-precision floating-point signal processing calculations


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Last Updated:  November 21, 2009