I'm looking for algorithms or articles on virtual sound. What i want to do is
the following;

From a fast source, eg. a CDROM, several sound sources are read, each having
it's own defined position and other attributes, eg. direction etc.  Given the
listeners position and direction, the sum of sound played back in each of the
listeners earphones will be a function of this position and direction.  This
means that some simulation of the ears coloring of sound relative to it's
incoming direction have to be done for each sound source.  (I think this is
possible to do with a lookup table of impulse responses for several angles
relative to each ear, and interpolate an impulse function from this for a given
angle.  This impulse function could then be convoluted with the sound from the
source.  This impulse function must be changed every time some sound source
changes position or the listener changes orientation.)  Additionally some
reflection, diffusion and absorbtion due to the environment wich is defined
could be simulated, but this requires some sort of sound propagandation
simulation, kinda like some radiosity algorithm.  

Have someone done this and/or written articles on implementing such a system? 

Please post or mail any answers or comments.

-- 
Torgeir Veimo

Studying at the University of Bergen

"...I'm gona wave my freak flag high!" (Jimi Hendrix)