Be careful, merely neglecting ambisonics in general for pointsources includes higher order ambisonics, which are *well* suited for localized sources as of the third order and up (although I have not heard any ambisonic decoding beyond the third) in spherical 3D sound.

Also, unlike what you're saying, multidimensional audio should not distract people from the screen. If that is so, then the sound engineer is immaturely using the technology! The key is a tight interplay between the audio and the image. A well balanced 3D mix will keep the viewer fixed on what is happening in front (as long as the image is interesting enough in relation, of course). Moreover, Lucasfilm, if my memory serves me right, extensively used rear channels for cinemas to produce laser sounds among other attention catching sounds coming from behind. Never heard that this ever bothered anyone watching the Star Wars series.

Concerning the problems, first of all, first order ambisonics suffer in spatial accuracy. Another problem I see are the technical difficulties higher order ambisonics face. One important factor is the decoding for irregular layouts, which is still not very well solved for higher orders. Using a regular decoding for an irregular layout could work, but also defeats all the effort and beauty out into the mathematics involved - and you have no quality guarantee! If you think about how many people take care to set up their 5.1 in the exact positions as specified by the standard, you can easily imagine how hard it will be to convince your wife to place 20+ speakers in exactly equidistant positions in the living room. Also, cinemas are not spherical and would require to place speakers in custom positions.

Also, there are no higher order microphones - aside from the eigenmike, which does not come with a higher order ambisonic solution out of the box (i.e. if you cannot write a higher order encoder yourself in matlab) as far as I know.

All in all, while first order ambisonics are not sufficiently accurate in their spatial resolution, higher order ambisonics are still relatively unknown outside the research community and still require much work to mature. Too many open parameters prevent a standardization for higher order ambisonics and everybody is implementing their own encoder.

The industry is moving towards object oriented encoding of 3D soundtracks anyway. This is perhaps the least elegant, but the most accurate, as every sound is stored in isolation of the others, with exact meta information of its spatial position. Theoretically, you could take this soundtrack and render it over any system you, be it ambisonics, higher order ambisonics, vbap or wave field synthesis among possibly others...

On 5/15/13 4:27 PM, Augustine Leudar wrote:
I think the thing is people think that ambisonics is some incredible magic
spatialisation technique that surpasses all others - yet is so complicated
that nobody can understand it except for a few mega nerds and
mathematicians that speak in mysterious riddles whenever you ask them
anything and therefore this feat of incredible genius is doomed to
commercial failure. This opinion it seems to me is help by people who
havent had a lot of hands on experience actually using it in a proffesional
context (ie actually producing film, theatre, sound design etc) - in fact
thats what I originally thought about  . A lot of people seem to equate
ambisonics with "surround sound with height " as well (hands up I was
guilty of that too once) . Basically if I was going to design a full 360
degree soundtrack for a film (which will probably not happen by the way -
the last thing film producers want is people turning away from the screen
and looking over their shoulder because a dog barked behind them - roll on
holospheres !) - the last thing I would use ambisonics for is point sources
- ideally I would use an individual speaker in the right position as the
point source, and failing that some sort of amplitude panning . I would use
it for panning sometimes - and for some weird phase effects and a few other
things , ideally you will mix ambisonics with other spatialisation
techniques and then render your multichannel audio tracks.
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