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?
> > > > >>
> > > > >>
> > > >
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> >
> > --
> > Daryl Pierce
> > www.darylpierce.com
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