On Fri, Nov 21, 2014 at 6:29 AM, Bo-Erik Sandholm < bo-erik.sandh...@ericsson.com> wrote:
> Is the Binaural mixing done with head tracking of the viewer ? > It's easier to just rotate the soundfield, then do binaural mixing. Adam Somers Jaunt, Inc. http://jauntvr.com > > Bo-Erik > > -----Original Message----- > From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Adam > Somers > Sent: den 20 november 2014 21:59 > To: Surround Sound discussion group > Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio > Available? > > 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-Andr > > oid-4-4-Mini-TV-Dongle-1G-8G-WIFI-H-265-HW-Decode-Bluetooth-DLNA-Mirac > > ast---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? > > > > >> > > > > >> > > > > > > > > _______________________________________________ > > > > Sursound mailing list > > > > Sursound@music.vt.edu > > > > https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe > > here, > > > > edit account or options, view archives and so on. > > > > > > > > The University of Derby has a published policy regarding email and > > > > reserves the right to monitor email traffic. 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