Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-25 Thread dw
I have many molds and casts of my ears and head in different materials. I can, for instance put my face ( in plaster ) on the back of my head. Once you start with something that works for you, your own natural hearing, for example, it is remarkably difficult to break, or understand. How would y

Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-25 Thread Sampo Syreeni
On 2014-11-12, Adam Somers wrote: VR video (or as we call it, Cinematic VR) is in some ways the perfect use-case for ambisonics. This year we've created hundreds, if not thousands, of b-format recordings with accompanying 360ยบ 3D video. It really is. Because of the basic, most-old-fashioned

Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-25 Thread Sampo Syreeni
On 2014-11-21, dw wrote: The state-of-the-art finds it very difficult to render sounds below the listener. True. But then, at the same time, have you ever truly heard sounds from right below yourself? Does even the human auditory system *really* know what it means to "hear something from bel

Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-25 Thread Sampo Syreeni
On 2014-11-19, dw wrote: There are numerous examples where the predictions of HRTF localisation are falsified by observations. What is one to think of the science? So now you'd need to define what you mean by HRTF's. I at least think it means "the full, static, anechoic impulse response from

[Sursound] Natural sound source to calibrate playback level

2014-11-25 Thread Kees de Visser
Dear list, I'm looking for easy to use natural sound sources that can be used to calibrate a playback system, especially headphones and in-ear monitors, without the use of specialized equipment. This website uses a neat trick, but I wonder if there are more precise ways: http://www.audiocheck.n