Hi Daryl,

On Thu, Nov 20, 2014 at 11:30 AM, Daryl Pierce <da...@darylpierce.com>
wrote:

> I should be getting my google cardboard in the post today. I'm looking
> forward to trying this out. When you say it was recorded at the board do
> you mean separate instrument or submix stems that where later positioned in
> b-format/FOA then? If so I am doubly excited to hear how someone else does
> a pop mix in FOA.
>

That's the gist of it.  We have some specialized tools that allow us to get
the angles right by looking at each sound source inside the head-mounted
display.

Adam


>
> On Thu, Nov 20, 2014 at 11:59 AM, Adam Somers <a...@jauntvr.com> wrote:
>
> > We just released our first piece of VR content with ambisonic audio to
> the
> > public.  It's a live recording on stage at a recent Paul McCartney
> > concert.  The audio was captured from the sound board and mixed in
> > b-format.  Available for Google Cardboard now, Oculus Rift Mac/PC coming
> > soon.  http://www.jauntvr.com/content/
> >
> > Adam Somers
> > Jaunt, Inc.
> > http://jauntvr.com
> >
> > On Thu, Nov 20, 2014 at 5:39 AM, Peter Lennox <p.len...@derby.ac.uk>
> > wrote:
> >
> > > Having quickly skimmed through the discussion, I'm not sure if I missed
> > > something, so apologies if I have.
> > >
> > > HRTF derived binaural is never going to completely work unless you use
> > > your own, personalised HRTFs. Using generic HRTF datasets, the problems
> > > usually manifest as front-back reversals (which head tracking ought to
> > > disambiguate) and lack of externalisation. (especially, I seem to
> > remember,
> > > directly in front of the head).
> > > The externalisation problem can be extended to the range-perception
> > > problem - and range perception is very largely to do with indirect
> sound
> > -
> > > just as, for instance, range perception does not work well in an
> anechoic
> > > room.
> > >
> > > I thought full HRTFs did take into account shoulder and torso
> reflections
> > > - though it seems likely that it's usually measured with shoulders
> > parallel
> > > to the line running through the ears?
> > >
> > >
> > > Dr Peter Lennox
> > >
> > > School of Technology,
> > > Faculty of Arts, Design and Technology
> > > University of Derby, UK
> > > e: p.len...@derby.ac.uk
> > > t: 01332 593155
> > > ________________________________________
> > > From: Sursound [sursound-boun...@music.vt.edu] On Behalf Of Bo-Erik
> > > Sandholm [bo-erik.sandh...@ericsson.com]
> > > Sent: 20 November 2014 09:30
> > > To: Surround Sound discussion group
> > > Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio
> > > Available?
> > >
> > > Some of the current subject was vitalized by me trying to be ironic
> about
> > > how non ambisonic guys are trying to solve the sound field recording
> > > problem.
> > >
> > > Originally there was not, and I am not sure there currently exist a
> > > solution for sound and picture having a coherent scene movement
> > (controlled
> > > by head direction) for Oculus Rift and like VR viewer in video and
> sound
> > > environments other than those controlled by game engines.
> > >
> > > I want to listen to realistic FOA tetramic recordings over headphones
> if
> > > possible.
> > > My thinking is strongly impacted by the current availability of a < 20
> > USD
> > > 3D direction sensors and low cost processing power.
> > >
> > > Pointer on howto implement low cost head tracker including headtracking
> > > binaural software http://www.matthiaskronlachner.com/?p=2091
> > >
> > > Low cost processing: M805 1.5GHz (Cortex-A5) android 4.4 stick for < 40
> > > USD.
> > >
> > >
> >
> http://www.geekbuying.com/item/MK808B-Plus-Amlogic-M805-Quad-Core-Android-4-4-Mini-TV-Dongle-1G-8G-WIFI-H-265-HW-Decode-Bluetooth-DLNA-Miracast---Black-337068.html
> > > note to self does this ARM v5 version support  NEON answer = Yes.
> > >
> > >
> > > I believe there are at least a few glaring problems in the way binaural
> > is
> > > generated via HRTF's currently.
> > >
> > > I think head tracking is part of the solution. That is that the sound
> > > field decoding parameters to binaural change when you move your head.
> > >  - the goal of adding head tracking with binaural listening is to get
> to
> > > the status that the sound field is stationary and externalized .
> > >  - Personally for me listening to others binaural recordings with inear
> > > microphones there can an experience like listening to a vertical sound
> > > field slice/surface trough the ears, that is a bit externalization to
> the
> > > sides and up and down but no depth!
> > >  - Introducing head tracking controlled rotation of the sound field
> > before
> > > ambisonic to binaural conversion  enables the sound field to stay in
> the
> > > "initial position" when the listener moves the head in all directions.
> > >
> > > Things having potential for improvement are in my opinion:
> > >  - HRTF's are not individual, maybe not such large problem can
> > appearently
> > > be adapted to during listening, is the ear to ear distance most
> > important?
> > >  - In current state of art all HRTF's are created with the live victim
> > > locked in a head brace and the whole body stationary as sound source is
> > > rotated horizontally / vertically in relation to the subject or in
> worst
> > > case the subject is a decapitated kunstkopf!
> > >  - Maybe we should add a separate info channel for "torso tracing" in
> > > addition to the head tracing. See Note 1
> > >  -
> > >
> > > Note 1
> > > I took a look in the mirror :-)
> > > When turning the head or nodding, the distance from my shoulders to the
> > > ear channels stay the same, more or less.
> > > When nodding sideways (is that english?) the distance to the shoulders
> > > changes drastically.
> > >
> > > Today on my walk to work through a park, I walked past a distant white
> > > noise point source (a large fan in an air cooling installation).
> > > I decided to do a small psychoacoustic experiment with my HRTF's :-).
> > > - 1- I rotated my whole body in relation to the sound source as if I
> had
> > a
> > > head brace.
> > > - 2- I rotated my whole torso in relation to the sound source with my
> > head
> > > directed towards the sound source.
> > > - 3- I rotated my head in relation to the sound source with stationary
> > > torso.
> > > - 4- I forgot to nod sideways :-)
> > > The only sound change I could notice was for case -2-, there was a
> large
> > > noticable impact on the white noise spectra, as I am not a musician I
> am
> > > not able to specify the frequency range that was mostly impacted.
> > >
> > > I think this is a strong indication that head movement in relation to
> the
> > > Torso should be added to HRTF processing for binaural sound!
> > > Maybe it can be implemented and tested for a special case, that is:
> > >  - HRTF's created for a fixed torso with the head turned instead of the
> > > whole person?
> > >  - Can this be created with the best resolution in the forwards
> listening
> > > sphere for optimization?
> > >
> > > Best Regards
> > > Bo-Erik Sandholm
> > > Stockholm Sweden
> > >
> > > -----Original Message-----
> > > From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of dw
> > > Sent: den 20 november 2014 00:02
> > > To: sursound@music.vt.edu
> > > Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio
> > > Available?
> > >
> > > On 19/11/2014 22:49, Paul Doornbusch wrote:
> > > > Can you give us some links to this please?
> > > >
> > > > Thanks,
> > > > Paul
> > >
> > > I'll give you a couple. If you record a sound in front of a dummy head,
> > > you would expect to hear it in front on replay through headphones.
> > > If you tilt your head backwards while listening, you would expect the
> > > auditory image to rotate with the head/ears/torso. Neither happens in
> all
> > > cases.. And then there is the 'externalization' problem.
> > >
> > > >
> > > > On 20 Nov 2014, at 9:46 AM, dw <d...@dwareing.plus.com> wrote:
> > > >
> > > >> There are numerous examples where the predictions of HRTF
> localisation
> > > are falsified by observations. What is one to think of the science?
> > > >>
> > > >>
> > >
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>
> --
> Daryl Pierce
> www.darylpierce.com
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