Re: [Sursound] Dolby Atmos audio recording on sale...

2015-12-07 Thread Spencer Russell
Is there any technical info available about how Atmos content is encoded? I've seen reference to "128 channels" so does that mean things are encoded as up to 128 simultaneous channels coming from different virtual locations? How do they get re-panned for the client-side speaker configuration? If so

Re: [Sursound] "Spatial Workstation" for 360? (VR) audio mixing/edition

2015-10-27 Thread Spencer Russell
> On Oct 27, 2015, at 10:50 AM, David McGriffy wrote: > > I've downloaded Unity and 3Dception's existing stuff to play with and my > first comments are: Unity is fun! Everyone I know that has tried it thinks > it's a great environment to work in. And 3Dception is well integrated into > the Uni

Re: [Sursound] ambisonics audio for 360 film (VR)

2015-09-01 Thread Spencer Russell
On Mon, Aug 31, 2015, at 02:12 PM, Justin Bennett wrote: > yes, I know. I’ve been puzzling with this for quite a while - there are > numerous “audio walk” platforms > which allow moving between “sound locations” but I don’t know one which > can deal with the orientation > as well. I work a lot with

[Sursound] Tiny ultrasonic ambisonics for mice

2015-05-27 Thread Spencer Russell
Hey all, A colleague asked me a question about how to represent spatial audio to a mouse in some experiments. The mouse's head is fixed so the sweet spot can be pretty small. I was thinking about 4 speakers in a quad configuration doing ambisonics, but not sure how well the spatialization would w