Re: [Sursound] [ot] new and interesting words

2012-10-14 Thread Eero Aro

Michael Chapman wrote:


Think, I might excuse Finnish for not having a word for ossuary,
though !


It has, although it possibly wasn't very clear in Sampo's original
post. The word is "luusto", as he wrote.

Finnish, as many other languages can form an neverending multitude
of words by combining existing words together.

Eero
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[Sursound] E's Sursound Saga, Part I--Why what I do wrong works

2012-10-14 Thread Eric Carmichel
 feedback loops?), at least not 
without the help of ReWire. However, MIDI-based DAWs communicate perfectly well 
with MIDI hardware; hence my initial impetus to use a DAW controller. 
Interestingly, the university I attended spent a good deal of energy poo-pooing 
their newly purchased DAW simply because it didn’t do what they magically 
wanted it to do. Nobody was interested in learning how to use Digital Performer 
or any other DAW. I was offered 50 Canadian bucks towards travel expenses to a 
conference in return for several hundred hours of writing code. The code or 
stand-alone program was to make the R-Space system do things exactly as it did 
before: Present one sentence at a time, but in the background of restaurant 
noise. Well, I don’t work for free
 (especially when a project is likely to fail), and such a ridiculous notion 
compelled me to use the ‘f’ word--something I rarely do. Fortunately, only a 
small minority of persons I encountered in academia expected others to be their 
personal slaves.

There are researchers, students, and professors who I’m willing to bend over 
backwards for because they’re sincere and nice people. I also know that many of 
these individuals are not DAW literate, nor do they have experience using MIDI 
hardware devices or software. They’re not media production experts. The mention 
of ReWire would simply confuse them, and setting up multi-track busses, aux 
sends, effect returns, VSTs, etc. is not in their vocabulary. They’re 
comfortable with MATLAB, but not with Pro Tools. As a person with an 
electronics background (and a recording of a squirrel), I have to see things 
from their perspective. This brings me to the topic of DAWs, chips (Burr-Brown 
analog versus Cirrus Logic digital), and the like...

To make a user-friendly system that presents stimuli, records responses, 
automatically adjusts settings, blah blah, I have look at the end-user. That 
often means designing a system with an ON/OFF switch, a simple boot sequence 
(and no ReWire), and a drop-down menu of standardized sentence lists to be used 
as the speech stimuli (choice of IEEE sentences, CNC sentences, etc.) and a 
Start/Stop button. The complexity and sophistication of the system has to be 
invisible to the user. Any system that requires the user to make changes on the 
fly is asking for trouble. Sometimes the presentation levels have to be 
displayed in units that aren’t standard in audio production (e.g. dBu) but are 
common in audiology (e.g., dB HL). More importantly, the presentation levels as 
displayed on the computer screen have to match the actual levels at the 
listening position--this, fortunately, is the easy part unless someone tampers 
with the hardware or software. Hardware
 devices are less likely to be tampered with, and unlike the purely analog days 
of old, calibration settings for mixed-signal devices are less likely to drift 
with age. My main caveat with hardware is cost, but my home-brew hardware 
devices integrate nicely with MIDI software. USB and FireWire replace the 
traditional MIDI ports (conversion from one data type to another is invisible 
to the user), so setup is simple for the end-user.

It’s also fair to state that I’m quite comfortable with the hardware 
implementation of digital and analog signal processing. I use hardware a lot 
because that’s what I grew up with. I use microcontrollers and PIC chips, too, 
but I can still do a lot with TTL gates, Karnaugh maps, and Hardware 
Description Language. I suppose I’m old school in many ways, but always willing 
to learn and apply new technologies. I read a lot and build modern gadgets from 
kits. Help and suggestions are always welcome--I'm also learn from making 
mistakes, and I'm not afraid to admit that I'm wrong when shown a better way of 
doing things.

This concludes the first part of my Saga. In the next chapter I’ll address 
typical speech-test background noise, and why I choose Ambisonic over a 
multi-talker surround of cocktail speech derived from monaural sources (as well 
as other types of surround noise). Because I did the mastering for a number of 
widely-used speech-in-noise tests, I have a good idea of what’s being used by 
CI researchers.
Til next time,
E
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Re: [Sursound] [ot] new and interesting words

2012-10-14 Thread Michael Chapman
> Michael Chapman wrote:
>
>> Think, I might excuse Finnish for not having a word for ossuary,
>> though !
>
> It has, although it possibly wasn't very clear in Sampo's original
> post. The word is "luusto", as he wrote.
>
> Finnish, as many other languages can form an neverending multitude
> of words by combining existing words together.
>

Ah thought that was Sampo's creation (possibly with a US patent
attached ... ;-)>

My donation to English is sibloid (adj., from sibling).
(Seeing as we are apparently archived on the Web, I thought I'd lay
claim before M$ patented it.)

Michael
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Re: [Sursound] Hybrid Hi-Fi (HyFi?), IRs, etc.

2012-10-14 Thread Dave Malham
On 14 October 2012 01:34, Sampo Syreeni  wrote:
> On 2012-10-05, Richard Furse wrote:
>

>
> Tell me... In games most of the individual sound sources, apart from general
> ambience, seem to be well placed monophonic ones, fed from a single channel.
> So in essence, they are "encoded" at infinite order. Has anybody done any
> work on how to overlay such sources optimally against a lower order, perhaps
> recorded, background?

This is the (old) problem of properly representing (and reproducing)
the spatial extent of sound sources. If the source is actually rather
small - say, a small bird or, as we are in games mode, the snick of a
safety catch - or so distant as to be effectively small, there is no
problem in simply applying the standard encoding equations for the
order in use. For large or close sources, the problem is significantly
different. In games audio, the sound of, something with a significant
angular extent - say a vehicle - is often represented with a
collection of several monophonic sound files, each making up part of
the overall sounding object (in this case, these would probably
include at least the exhaust, engine, and tyre noise). which can all
be panned separately into the sound image, as dictated by the
geometrical relationship between the player and the vehicle. This
geometrically determined separate panning of parts of the sound image
may even extend to early reflections, if enough computing power is
left over from the graphics.

>
> There has been some talk about mixed order playback in the past, and it's
> always ended up with somebody saying that different orders don't really mesh
> too well.

They don't when you are mixing together B formats of different orders,
but this is not really what you would be doing here, as the order of
the directional sampling of individual sources is set by the encoding
used to pan the source into the soundfield, not the fact that the
monaural is effectively infinite order if played over a single
speaker.

> So, how well *can* they mesh, given that the stuff games put out
> are grossly higher sampled in direction than any realistic playback rig? Any
> ideas of how to efficiently spatially sample them back to the rig geometry,
> and regularize the decoding problem?

All I can say is  long experience (albeit it in the context of
electroacoustic music, rather tha games) has shown that the
"suspension of disbelief" effect is very powerful and can quite easily
enable a listener to accept a mono sound playing back from a single
speaker provided that it is a believable sound, in context.

   All the best
   Dave


-- 
As of 1st October 2012, I have retired from the University, so this
disclaimer is redundant


These are my own views and may or may not be shared by my employer

Dave Malham
Ex-Music Research Centre
Department of Music
The University of York
Heslington
York YO10 5DD
UK

'Ambisonics - Component Imaging for Audio'
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Re: [Sursound] Flux Ircam Tools

2012-10-14 Thread Jason Stanford
Greetings,

If you are affiliated with an academic institution you can qualify for a
50% discount of the  retail pricing on any FLUX plugins, including IRCAM
Tools.Flux just had a 50% promotion (for everyone) that ended at the
end of the summer, but the academic discount is good all year.

I would also like to draw your attention to a similar plugin product called
Anymix by a company called IOSONO http://www.iosono-sound.com/ .  It is a
little bit more cost-effective, but does only contain a surround mix
plugin, whereas IRCAM Tools contains more than simply SPAT.

With both FLUX and ISOSONO you can download a 30-day full-featured trial -
you just require an iLok key to put the temporary authorization on.

Cheers!
Dr. Jason Stanford
Assistant Professor of Music
Department of Music Research and Composition
Don Wright Faculty of Music
Western University
London, Canada N6A 3K7
Office: Talbot College TC218
jsta...@uwo.ca
jason.tl.stanf...@gmail.com


On Thu, Oct 11, 2012 at 12:45 AM, HAIGELBAGEL PRODUCTIONS <
haigelba...@senet.com.au> wrote:

> Keep an eye out for "specials" Sometimes Ircam Tools go on sale for half
> price.
>
> Cheers,
>
> Haig
>
>
> On 11/10/2012 1:41 AM, Dave Malham wrote:
>
>> Spat has supported B format for quite a long time and is (or at least
>> was - I haven't used it for a decade or so) quite a nice piece of
>> software, but I do think it's rather expensive at around a 1000 Euros.
>>
>>  Dave
>>
>> On 10 October 2012 15:25, Moritz Fehr  wrote:
>>
>>> Hi List,
>>>
>>> do you have experience with the Flux Ircam Tools? I am especially
>>> interested if it is possible to work in Spat using B-Format.
>>>
>>> Regards,
>>> Moritz
>>>
>>>
>>>
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