Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Dave Malham



On 20/07/2011 01:07, Stefan Schreiber wrote:

Dave Malham wrote:



Surround is not just about Ambisonics and maybe WFS, yet again.



True - but they are ones that work and are well established.

Dave



Ambisonics and WFS are well-established?! Depends on your view on this...


In the sense that the technology is well developed and that there are an increasing number of 
applications of both, though, I would agree, not in a mass market (yet)


It also sounds  as if Ambisonics and WFS don't have some drawbacks, and of course both systems 
have some.




Indeed they have drawbacks - engineering is like that, always about making compromises, good 
engineering is about attempting to make optimal compromises. :-)


You "review" a system (SRS, CC3D) you even don't know enough,  and obviously in a negative ("snake 
oil")  way. IMO they are trying to develop a system which covers some demand from outside. 
"Cinema" is in the name of CC3D. Even if they are copying some elements from elsewhere, I think 
this is still ok. There seem to be some new aspects. On a system level, you can't say SRS is 
copying anything else, because there is no established parametric/object-based 3D audio system 
elsewhere which they could copy.


Sorry, but their blurb reads like snake oil sales talk so I called it that. It wasn't a comment on 
the system - since I haven't heard it and have no technical information to go on, I couldn't do so. 
It would, of course, not be unknown for companies who want to keep IP secret to deliberately 
obfuscate things


Hmm, reading through this, it seems that basically they've discovered MPEG4 Spatial Audio Object 
Coding :-) 


Was this about 3D audio? Doubt this... And anyway, outside from academic research nobody has 
implemented this.




I'm not sure about that.

For my part, I will try to get more information about this. However, I could imagine why SRS won't 
discuss their system on this list.




Look forward to hearing all about it...

  Dave

--
 These are my own views and may or may not be shared by my employer
/*/
/* Dave Malham   http://music.york.ac.uk/staff/research/dave-malham/ */
/* Music Research Centre */
/* Department of Music"http://music.york.ac.uk/";   */
/* The University of York  Phone 01904 432448*/
/* Heslington  Fax   01904 432450*/
/* York YO10 5DD */
/* UK   'Ambisonics - Component Imaging for Audio'   */
/*"http://www.york.ac.uk/inst/mustech/3d_audio/"; */
/*/

___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Dave Hunt

Hi,


The next thing that you heard with CC3D was another psychoacoustic
phenomenon that we kind of discovered last year about what sounds do
when they come closer versus moving farther away. And we found  
that we

were able to simulate something that normally can?t be done with
traditional surround sound, which is proximity.




And again, that?s not just amplitude. So we?re taking advantage of
what we learned there to create this feeling that things are being
projected into space in the D axis, the depth axis.



From: J?rn Nettingsmeier
so this is 4d spacetime, right? x, y, z, and d :)  now this funny  
drone

noise, is that minkowski spinning in his grave?


As Dave Malham has already pointed out, d can be expressed in terms  
of x,y,z, so is not an independent coordinate. This is like trying to  
combine two coordinate systems describing the same position  
(Cartesian and Polar), then saying we have six coordinates = 6D.



Date: Mon, 18 Jul 2011 09:17:41 +0100
From: Dave Malham 


classical ambisonics doesn't really do that. on good recordings,  
you will get a very nice sense of
distance, but that is due to distance cues which are more or less  
independent of ambisonics (any

good recording method can do it).
what you definitely won't get (with any order less than  
"ridiculously high") are sources closer

than the ring of speakers.

Whilst I agree that you can't generally get stationary audio  
objects closer than the radius of the
speakers on low order systems (currently, only high order Ambisonic  
systems, WFS or crosstalk
cancelled binaural systems can do that - oh, and the various  
ultrasound based speakers), you can get
reasonably quickly moving objects to appear to pass close by,  
especially if the acoustic of the
playback space is dead relative to the reproduced space, provided  
you give enough cues (particularly
early reflection patterns and proximity effect) in the soundscape  
to override the conflicting
playback space cues. Whilst this also occurs with any decent replay  
methodology,  it is easier with
Ambisonics because (I suspect) of the fact that there is always  
more than one speaker producing
sound, so the local space cues conflict not just with the  
soundscape cues, but also each other,

weakening the perceptual effects of the local cues.


It is true that 1st order ambisonics doesn't consider distance, with  
all sources being reproduced at the distance of the speakers,  
although Gerzon did consider distance panning. A Soundfield mic  
recording contains distance information. If attempting spatial  
synthesis, the ambisonic encoding equations do not include distance,  
and this has to be added in various ways: amplitude variation  
(inverse square or other law), hf air absorption, early reflections  
and reverberation in a virtual space, source directivity, occluding  
objects etc..


Sources inside the speaker distance cannot be be correctly  
represented with 1st order ambisonics, as the x,y,z components all  
diminish to zero at the listeners position, and this can be  
compensated to some extent by increasing W to maintain a similar  
loudness. As far as I can see, higher order components also tend  
towards zero (apart from R, which tends towards a constant of -0.5).  
Modelling near sources in HOA seems to depend mostly on the  
'proximity effect': an increase of gain at low frequencies in the  
directional components.


I'm not sure that this is really 'gimmickry' as J?rn suggests.


Date: Mon, 18 Jul 2011 19:27:26 +0200
From: J?rn Nettingsmeier 

distance cues are mostly gimmickry in my opinion. you can fake  
distance

in a number of ways, but most are really dependent on the spectrum and
envelope of the program material. most aspects of distance encoding  
are

also orthogonal to most surround techniques, which means they can be
added at will, today. they don't even necessitate a fancy new name.


Modelling distance, and controlling it on a per source basis, is  
founded on sound physical principles and can be made 'convincing',  
even with low order ambisonics. Agreed that it is 'bolted on', though  
synthesis (being the converse of analysis) involves controlling a  
large number of parameters to simulate what occurs naturally.


Even WFS, as described in the literature, suggests that sources be  
recorded individually as dry and close as possible, and the 'scene'  
then reconstructed on playback. So it too synthesises distance.


Ciao,

Dave Hunt

___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Richard Dobson

On 20/07/2011 09:53, Dave Malham wrote:
...


Sorry, but their blurb reads like snake oil sales talk so I called it
that. It wasn't a comment on the system - since I haven't heard it and
have no technical information to go on, I couldn't do so. It would, of
course, not be unknown for companies who want to keep IP secret to
deliberately obfuscate things


Hmm, reading through this, it seems that basically they've discovered
MPEG4 Spatial Audio Object Coding :-)





An interesting part of that feature was the discussion, such as it was, 
of the location of the music in a strongly spatialsed scene. Of course, 
with a vanilla cinema surround scene, where nothing actually sounds 
particularly realistic spatially (beyond crude panning), having some 
disembodied music track is a familiar thing relying on the same 
automatic suspension of disbelief which allows us to imagine there is no 
camera crew in the scene either, and accepts the sound of explosions in 
space. But in a genuinely spatialised scene, presumably with the goal of 
hyper-realism, the music, apparently, remains "... perfectly isolated 
and anchored above and well forward of the screen". So - noisy 
pterodactyls and dragons are mixing it with the brass section. How weird 
is that likely to sound? Especially if the music track itself has been 
recorded in surround the way so many people enthuse about here"?


Richard Dobson
___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread dave . malham

Hi all,
  I think that one of the problems with all these discussions is that we 
tend to think of the distance of an audio object as being the exactly the 
same sort of thing as the coordinates of the object w.r.t. the listener - 
but it's not because, unlike direction, we humans can't determine it 
absolutely, but only as implied via the object's (and our) interaction with 
the environment. For a unknown distant stationary source in an anechoic 
environment there are _no_ cues as to distance, unless the listener can 
move and gain something via parallax or loudness variation. For close 
sources (i.e. in the curved wavefront zone) there may be some cues from 
bass lift, but even these would be ambiguous for median plane sources if 
head turning is not allowed (Greene-Lee head brace, anyone?)


  Dave M.

On Jul 20 2011, Dave Hunt wrote:


Hi,



Modelling distance, and controlling it on a per source basis, is  
founded on sound physical principles and can be made 'convincing',  
even with low order ambisonics. Agreed that it is 'bolted on', though  
synthesis (being the converse of analysis) involves controlling a  
large number of parameters to simulate what occurs naturally.


Even WFS, as described in the literature, suggests that sources be  
recorded individually as dry and close as possible, and the 'scene'  
then reconstructed on playback. So it too synthesises distance.


Ciao,

Dave Hunt

___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound



___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Stefan Schreiber

Thanks for your (thoughtful) answer.

IMO it is not very efficient to (en)code 3D audio in maybe 32 audio 
tracks (including some metadata, tracks maybe in 96Hz), or to 
transmit/store even more "audio objects".


Therefore, they should consider or include Ambisonics (up to 3rd or 4th 
order) into the standard.


Question: Could the F-M HOA system be extended to include (just) 4th 
order? (We might talk about cinema applications here. Although 3rd order 
would probably be "good enough", to include 4th order would be even better.)


Thanks,

Stefan



Dave Malham wrote:




On 20/07/2011 01:07, Stefan Schreiber wrote:


Dave Malham wrote:



Surround is not just about Ambisonics and maybe WFS, yet again.




True - but they are ones that work and are well established.

Dave




Ambisonics and WFS are well-established?! Depends on your view on 
this...



In the sense that the technology is well developed and that there are 
an increasing number of applications of both, though, I would agree, 
not in a mass market (yet)


It also sounds  as if Ambisonics and WFS don't have some drawbacks, 
and of course both systems have some.




Indeed they have drawbacks - engineering is like that, always about 
making compromises, good engineering is about attempting to make 
optimal compromises. :-)


You "review" a system (SRS, CC3D) you even don't know enough,  and 
obviously in a negative ("snake oil")  way. IMO they are trying to 
develop a system which covers some demand from outside. "Cinema" is 
in the name of CC3D. Even if they are copying some elements from 
elsewhere, I think this is still ok. There seem to be some new 
aspects. On a system level, you can't say SRS is copying anything 
else, because there is no established parametric/object-based 3D 
audio system elsewhere which they could copy.



Sorry, but their blurb reads like snake oil sales talk so I called it 
that. It wasn't a comment on the system - since I haven't heard it and 
have no technical information to go on, I couldn't do so. It would, of 
course, not be unknown for companies who want to keep IP secret to 
deliberately obfuscate things


Hmm, reading through this, it seems that basically they've 
discovered MPEG4 Spatial Audio Object Coding :-) 



Was this about 3D audio? Doubt this... And anyway, outside from 
academic research nobody has implemented this.




I'm not sure about that.

For my part, I will try to get more information about this. However, 
I could imagine why SRS won't discuss their system on this list.




Look forward to hearing all about it...

  Dave



___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Stefan Schreiber

Dave Hunt wrote:



It is true that 1st order ambisonics doesn't consider distance, with  
all sources being reproduced at the distance of the speakers,  
although Gerzon did consider distance panning. A Soundfield mic  
recording contains distance information. If attempting spatial  
synthesis, the ambisonic encoding equations do not include distance,  
and this has to be added in various ways: amplitude variation  
(inverse square or other law), hf air absorption, early reflections  
and reverberation in a virtual space, source directivity, occluding  
objects etc..


Sources inside the speaker distance cannot be be correctly  
represented with 1st order ambisonics, as the x,y,z components all  
diminish to zero at the listeners position, and this can be  
compensated to some extent by increasing W to maintain a similar  
loudness. As far as I can see, higher order components also tend  
towards zero (apart from R, which tends towards a constant of -0.5).  
Modelling near sources in HOA seems to depend mostly on the  
'proximity effect': an increase of gain at low frequencies in the  
directional components.


I'm not sure that this is really 'gimmickry' as Jörn suggests.



Hi...

I would highly suspect that some 3D audio game engines (Codemasters, for 
example "DiRT" series) are considering distance cues. Although I don't 
know this, I believe this would add a lot to a more realistic game 
impression.


The fact that many people don't consider distance as some important 
parameter doesn't mean it is a "gimmick", agreed.



Thanks for the clarifications!

Stefan

___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Dave Hunt

Hi,


Date: 20 Jul 2011 11:36:10 +0100
From: dave.mal...@york.ac.uk

Hi all,
   I think that one of the problems with all these discussions is  
that we
tend to think of the distance of an audio object as being the  
exactly the
same sort of thing as the coordinates of the object w.r.t. the  
listener -

but it's not because, unlike direction, we humans can't determine it
absolutely, but only as implied via the object's (and our)  
interaction with
the environment. For a unknown distant stationary source in an  
anechoic
environment there are _no_ cues as to distance, unless the listener  
can

move and gain something via parallax or loudness variation. For close
sources (i.e. in the curved wavefront zone) there may be some cues  
from
bass lift, but even these would be ambiguous for median plane  
sources if

head turning is not allowed (Greene-Lee head brace, anyone?)

   Dave M.


Agreed, though you are really talking of a particular (and fairly  
uncommon) situation. An unknown sound source, which implies something  
electronically generated, and thus with no readily identifiable  
source. An anechoic environment.


Apart from HF absorption by the air, only really appreciable at quite  
large distances, the only variable is then loudness, the same sound  
louder or quieter. As we have no knowledge as to how loud it is  
supposed to be at a given distance, we have no reference point for  
comparison.


In a 'soundscape' containing several sources some distance  
relationships between them can be discerned. Of course this is aided  
by prior experience. Given a recognisable sound source, such as a  
blackbird or violin, amplitude alone gives some rough idea of  
distance, though it cannot be stated with any accuracy. Given two  
familiar sources, a rough relative distance between them can be  
perceived.


Any sense of scale can be disrupted by playback levels that are  
louder or quieter than 'real' levels. Loud sounds are more  
'present' (nearer ?), and are usually produced by larger sources.


I, like I suspect many on this list, am interested in how aural  
compositions can be made spatially 'effective': to convey convincing  
and believable images, even if they are 'unrealistic'. Most modern  
audio production for music, film or any other medium aims to produce  
something 'hyper-real': clear, polished, stripped of extraneous  
sound, crafted. The listener is usually static.


Ciao,

Dave Hunt
___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Robert Greene


Here is the truth!
I have spent a LOT of time at live musical events(when
the music was not too interesting , while I waited
for what I came to hear or just sat through if I had
gone for some social reason only) listening with my eyes closed
to whether one could hear the distance of things.

My admittedly informal conclusion is that one cannot except
 if things are very near by(e.g. near by instruments in the
orchestra when I am playing). In the audience at a fair distance
from the orchestra, one has some impression that the orchestra
is not really close. It sounds tonally different from what it
would sound like up close and the shape of the dynamics is different
(more reverb field, less direct arrival).
But where is the orchestra? It is just kind of "out there".
THere is no real feeling of exactly how far it is out there
at all, none to speak of.

It seems to me pretty clear that such a rather vague and generalized
feeling prevents--for this type of music--the whole idea of
distance from being really important musically.

Theoretically, yes, musically no--one just does not hear it.

The trouble with stereo is that it is too close and too little.
Surrounds to make for realism (of orchestral music) needs to make
the orchestra seem either larger or further away---because 2 speaker
stereo does tend to localize things at a fairly definite distance,
more or less at the plane of the speakers--unless you do it awfully well 
and then it doesn't do that so much.


Stereo orchestral music sounds weird because it is tonally close
(usually) but physically way too small for the tonal closeness and
the plane of the speakers closeness just makes things even worse.
WHen you are 15 feet from it, an orchestra--being about 60 feet wide 
usually--subtends a huge angle and is LARGE. And actually at that close

range it has front to back depth too--that is still close enough for that.

Robert


On Wed, 20 Jul 2011, dave.mal...@york.ac.uk wrote:


Hi all,
 I think that one of the problems with all these discussions is that we tend 
to think of the distance of an audio object as being the exactly the same 
sort of thing as the coordinates of the object w.r.t. the listener - but it's 
not because, unlike direction, we humans can't determine it absolutely, but 
only as implied via the object's (and our) interaction with the environment. 
For a unknown distant stationary source in an anechoic environment there are 
_no_ cues as to distance, unless the listener can move and gain something via 
parallax or loudness variation. For close sources (i.e. in the curved 
wavefront zone) there may be some cues from bass lift, but even these would 
be ambiguous for median plane sources if head turning is not allowed 
(Greene-Lee head brace, anyone?)


 Dave M.

On Jul 20 2011, Dave Hunt wrote:


Hi,



Modelling distance, and controlling it on a per source basis, is  founded 
on sound physical principles and can be made 'convincing',  even with low 
order ambisonics. Agreed that it is 'bolted on', though  synthesis (being 
the converse of analysis) involves controlling a  large number of 
parameters to simulate what occurs naturally.


Even WFS, as described in the literature, suggests that sources be 
recorded individually as dry and close as possible, and the 'scene'  then 
reconstructed on playback. So it too synthesises distance.


Ciao,

Dave Hunt

___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound



___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Robert Greene


PS FIrst line refers to Dave's message not mine

Also some words got left out--
later on in the opening of the second paragraph it
is supposed to say that one cannot expect to hear
any kind of exact distance except
if things are very near by

On Wed, 20 Jul 2011, Robert Greene wrote:



Here is the truth!
I have spent a LOT of time at live musical events(when
the music was not too interesting , while I waited
for what I came to hear or just sat through if I had
gone for some social reason only) listening with my eyes closed
to whether one could hear the distance of things.

My admittedly informal conclusion is that one cannot except
if things are very near by(e.g. near by instruments in the
orchestra when I am playing). In the audience at a fair distance
from the orchestra, one has some impression that the orchestra
is not really close. It sounds tonally different from what it
would sound like up close and the shape of the dynamics is different
(more reverb field, less direct arrival).
But where is the orchestra? It is just kind of "out there".
THere is no real feeling of exactly how far it is out there
at all, none to speak of.

It seems to me pretty clear that such a rather vague and generalized
feeling prevents--for this type of music--the whole idea of
distance from being really important musically.

Theoretically, yes, musically no--one just does not hear it.

The trouble with stereo is that it is too close and too little.
Surrounds to make for realism (of orchestral music) needs to make
the orchestra seem either larger or further away---because 2 speaker
stereo does tend to localize things at a fairly definite distance,
more or less at the plane of the speakers--unless you do it awfully well and 
then it doesn't do that so much.


Stereo orchestral music sounds weird because it is tonally close
(usually) but physically way too small for the tonal closeness and
the plane of the speakers closeness just makes things even worse.
WHen you are 15 feet from it, an orchestra--being about 60 feet wide 
usually--subtends a huge angle and is LARGE. And actually at that close

range it has front to back depth too--that is still close enough for that.

Robert


On Wed, 20 Jul 2011, dave.mal...@york.ac.uk wrote:


Hi all,
 I think that one of the problems with all these discussions is that we 
tend to think of the distance of an audio object as being the exactly the 
same sort of thing as the coordinates of the object w.r.t. the listener - 
but it's not because, unlike direction, we humans can't determine it 
absolutely, but only as implied via the object's (and our) interaction with 
the environment. For a unknown distant stationary source in an anechoic 
environment there are _no_ cues as to distance, unless the listener can 
move and gain something via parallax or loudness variation. For close 
sources (i.e. in the curved wavefront zone) there may be some cues from 
bass lift, but even these would be ambiguous for median plane sources if 
head turning is not allowed (Greene-Lee head brace, anyone?)


 Dave M.

On Jul 20 2011, Dave Hunt wrote:


Hi,



Modelling distance, and controlling it on a per source basis, is  founded 
on sound physical principles and can be made 'convincing',  even with low 
order ambisonics. Agreed that it is 'bolted on', though  synthesis (being 
the converse of analysis) involves controlling a  large number of 
parameters to simulate what occurs naturally.


Even WFS, as described in the literature, suggests that sources be 
recorded individually as dry and close as possible, and the 'scene'  then 
reconstructed on playback. So it too synthesises distance.


Ciao,

Dave Hunt

___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound



___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Richard Lee
> It is true that 1st order ambisonics doesn't consider distance, with all 
sources being reproduced at the distance of the speakers,
.
> synthesis, the ambisonic encoding equations do not include distance,

Both of these are untrue.

For the second, see the Appendix of BLaH3 "Is my decoder Ambisonic?" Heller 
et al, AES San Francisco, 2008

There are two convenient proofs of the fallacy of the first.

While making a normal recording, creep silently up to your TetraMic or 
Soundfield and whisper into it.

When you play this back to an unsuspecting victim seated in the centre of a 
simple Classic Ambisonic rig, he will flinch.  He certainly doesn't hear 
you at the radius of the speakers.

The other 'proof' is the B-format motorcycle that Soundfield have played at 
nauseum at various shows.  Ambisonic myth has it that this was recorded by 
the young Dr. Peter Lennox on Grand Vizier Malham's modified Calrec 
Soundfield Mk 3A while the Vizier was away on a diplomatic visit to the   
Great Turtle that Supports the Universe.  This mike was one of the first to 
have IMHO, the proper EQ which allow a Soundfield to implement the correct 
Ambisonic Encoding Eqns in the Appendix of BLaH3.

BTW, real human distance perception is TERRIBLE under anechoic conditions 
cos waveform curvature is about the only thing left.  Those of you 
investigating distance perception, please take note.

And you need a proper Classic Ambi decoder as defined by MAG and BLaH3 with 
NFC.
_

Why does this work?

At LF, simple 1st order Ambisonics with NFC IS a wavefield / soundfield 
reconstruction system.

Then there's the snake oil in Calrec Soundfields, hand squeezed from solid 
Unobtainium by Yorkshire virgins ...  Shaddup Lee!  Just Shaddup!

___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Bearcat M. Şandor
On 07/20/2011 03:49 AM, Richard Dobson wrote:
>So - noisy pterodactyls and dragons are mixing it with the brass section. How 
>weird
> is that likely to sound? Especially if the music track itself has been
> recorded in surround the way so many people enthuse about here"?
> 
Dragons in the Brass section?  I think groups like Blind Guardian would
embrace this format in that case. :")



-- 
Bearcat M. Şandor
Cell: 406.210.3500
Jabber/xmpp/gtalk/email: bear...@feline-soul.net
MSN: bearcatsan...@hotmail.com
Yahoo: bearcatsandor
AIM: bearcatmsandor


___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread dave . malham

On Jul 20 2011, Dave Hunt wrote:


Hi,


Date: 20 Jul 2011 11:36:10 +0100
From: dave.mal...@york.ac.uk

Hi all,
   I think that one of the problems with all these discussions is  
that we
tend to think of the distance of an audio object as being the  
exactly the
same sort of thing as the coordinates of the object w.r.t. the  
listener -

but it's not because, unlike direction, we humans can't determine it
absolutely, but only as implied via the object's (and our)  
interaction with
the environment. For a unknown distant stationary source in an  
anechoic
environment there are _no_ cues as to distance, unless the listener  
can

move and gain something via parallax or loudness variation. For close
sources (i.e. in the curved wavefront zone) there may be some cues  
from
bass lift, but even these would be ambiguous for median plane  
sources if

head turning is not allowed (Greene-Lee head brace, anyone?)

   Dave M.


Agreed, though you are really talking of a particular (and fairly  
uncommon) situation. An unknown sound source, which implies something  
electronically generated, and thus with no readily identifiable  
source. An anechoic environment.


Absolutely, I was taking it ad absurdum to illustrate the point that 
(assuming no movement, including head turning) the only thing we get that 
isn't about experience or environmental interaction is direction. Even 
then, without head movement and/or prior knowledge (needed to allow higher 
order components of HRTF's to come into play), anomalies are possible - cf 
cones of confusion.




Apart from HF absorption by the air, only really appreciable at quite  
large distances, the only variable is then loudness, the same sound  
louder or quieter. As we have no knowledge as to how loud it is  
supposed to be at a given distance, we have no reference point for  
comparison.




Absolutely (again) and even on familiar(is) sounds, experiments in anechoic 
rooms have shown that large errors occur for simple loudness based distance 
estimation.




  Dave M.


In a 'soundscape' containing several sources some distance  
relationships between them can be discerned. Of course this is aided  
by prior experience. Given a recognisable sound source, such as a  
blackbird or violin, amplitude alone gives some rough idea of  
distance, though it cannot be stated with any accuracy. Given two  
familiar sources, a rough relative distance between them can be  
perceived.


Any sense of scale can be disrupted by playback levels that are  
louder or quieter than 'real' levels. Loud sounds are more  
'present' (nearer ?), and are usually produced by larger sources.


I, like I suspect many on this list, am interested in how aural  
compositions can be made spatially 'effective': to convey convincing  
and believable images, even if they are 'unrealistic'. Most modern  
audio production for music, film or any other medium aims to produce  
something 'hyper-real': clear, polished, stripped of extraneous  
sound, crafted. The listener is usually static.


Ciao,

Dave Hunt
___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound



___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound


Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread dave . malham

On Jul 21 2011, "Bearcat M. Şandor" wrote:


On 07/20/2011 03:49 AM, Richard Dobson wrote:
So - noisy pterodactyls and dragons are mixing it with the brass 
section. How weird is that likely to sound? Especially if the music 
track itself has been recorded in surround the way so many people 
enthuse about here"?



Dragons in the Brass section?  I think groups like Blind Guardian would
embrace this format in that case. :")



Weird, I did a search for Blind Guardian but accidentally typed "Gau" and 
came up with;


BLIND BEAMFORMING FOR NON GAUSSIAN SIGNALS by Jean-Françcois Cardoso ...
perso.telecom-paristech.fr/~cardoso/Papers.PDF/iee.pdf

which seems strangely connected with making higher order microphones


  Dave M.
___
Sursound mailing list
Sursound@music.vt.edu
https://mail.music.vt.edu/mailman/listinfo/sursound