Richard G Elen wrote:

Well, most of Ambisonics is in the public domain now, so what we mean by a "commercial future" is not what we might once have hoped it would be. A future *in* commercial products? Certainly, now and in the future. A commercial future as itself? Probably not.

Today the technology is probably more widespread and widely used than it has ever been before, in both commercial and non-commercial projects and products, but it's inside things and behind things, it's not in the foreground. It's not a mass distribution format, because there have always been far more powerful forces controlling what those are, and after a bad start we've never got past the chicken-and-egg of both having content out there and decoders to play it on. There's the vague possibility of a computer-based player or format but to fly it would need wide agreement within the Ambisonic community and simplicity. But Ambisonics can be a production format: you can make B-Format recordings, for example, and then transcode them to whatever surround configuration is flavour of the month as required, and no record company agreement is required.


That's why I brought up the topic of Mpeg-H, which is some real-world effort to improve on 5.1.

http://mpeg.chiariglione.org/standards/mpeg-h

(3rd part)

Don't be shocked if Ambisonics won't be part of the chosen codec(s) list. In any case, I did my best to recommend Ambisonics to be included as much as possible. (Not just on the encoder-input side, also as codec. Considering the significance of a "light" codec such say FOA for mobile devices/headphones...)

Dolby and Auro-3D are obviously participating in this process. I got into contact with some people involved. Because there was very little support even from the Ambisonics community to promote Ambisonics, I have serious doubts that Ambisonics - in some form - will be included as some optional solution.

In any case, the Ambisonics community is free to define some own standards. I thought it might be helpful to define some Ambsionics standard up to 4th order, because of the channel count and some bitrate restrictions. (I think .AMB is currently defined just up to 3rd order. It could be helpful to define something like .AMB+, up to 4th order, even better up to 6th order.)

But even if there was, the fact is that audio-only surround music has not taken off seriously to date and it's hard to know if it ever will: in the mainstream, surround is used with images, not on its own. However the technology can be exceptionally useful in multimedia applications, such as movie soundtracks, gaming and other areas, both in the environment itself and for soundtracks and audio content.


If we find some convincing ways to reproduce surround via headphones, a market could easily be developped. Other people might want to listen to (future) surround recordings via 6, "many" or zillions (WFS) loudspeakers at home. This never will be a mass market, but if (configuration independent) surround recordings can be done and distributed via defined formats, people could chose how they would listen to these recordings.

On current headphones, neither stereo nor 5.1 sound really convincing. Therefore, the headphone companies and - some day - maybe even Apple etc. should look for ways to defeat the in-head and listening-fatigue effects on current devices. It is actually stunning that so few companies have tried to improve the listening experience on headphones. (Smyth Research, Beyer, some VR equipment, and who else?)

Head-tracking is currently getting really cheap, and could easily be included into such products. (This is not what I or somebody else < believe >, it is a fact.)

Best,

Stefan

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