Hi...

http://www.sonicvr.com


The patented technology within Sonic VR headphones can turn 7.1 surround sound into an even more immersive sound experience.


?


http://www.princeton.edu/3D3A/PureStereo/Pure_Stereose4.html


At the heart of the BACCH-SP is BACCH® 3D Sound technology developed at Princeton University, which purifies stereo audio signals from the crosstalk inherent in loudspeaker-based playback, allowing the listener’s brain to receive the proper psycho-acoustical cues that are needed to localize recorded sound sources realistically in 3D space.


see Ambiophonics etc. (binaural via loudspeakers...)

www.draper.com


Provide some more specific link, means related to binaural recordings.

www.astoundholdings.com


GenAudio created AstoundSound as a software solution. No special equipment is required, and the technology is compatible with all presentation formats. AstoundSound 3D audio can be heard and perceived from as few as two speakers, but is also compatible with multi-channel systems. Full 3D audio spatialization in gaming brings a true-to-life experience over headphones. Music is breathed new life with an unbelievably wide sound stage over stereo speakers. Movies go beyond surround sound with the addition of elevation cues over a multi-channel system. Even higher multi-channel content can be faithfully reproduced in a lower channel count system, like 7.1 content being heard the way it was produced, over a 5.1 system.


https://twobigears.com



Interactive video needs interactive audio. 3Dception now natively supports Ambisonic B-format decoding, so that you can rest easy while the audio automatically adjusts to the user's headtracked information in real-time.

-----------------------------------------------------------------------------------------------

Below is a list of just a few of the companies claiming capable of transforming 
binaural recordings into head tracking audio for VR applications


You have provided no evidence whatsoever for this claim... (It is more the opposite: These companies provide HT binaural decoders for other formats; < not > HT binaural decoders for binaural recordings.)

Should I add that I feel a bit bored? Provide at least one valid link with some evidence, don't do company "name dropping".

Best,

Stefan


Anthony Mattana wrote:

Hey Stefan,

Below is a list of just a few of the companies claiming capable of transforming 
binaural recordings into head tracking audio for VR applications:

-Two Big Ears (https://twobigears.com/ <https://twobigears.com/>)
-AstoundSound (http://www.astoundholdings.com/ 
<http://www.astoundholdings.com/>)
-Draper Labs (http://www.draper.com/ <http://www.draper.com/>)
-BacchSP (http://www.princeton.edu/3D3A/PureStereo/Pure_Stereose4.html 
<http://www.princeton.edu/3D3A/PureStereo/Pure_Stereose4.html>)
-Sonic VR (http://www.sonicvr.com/ <http://www.sonicvr.com/>)

VR is growing incredibly fast and companies are popping up daily! Most of them 
software, which is not entirely great news for hardware guys like us. They 
believe they can take the mono audio captured from your iPhone mic and make it 
head tracking capable! I honestly don;t believe it. But there’s a lot of code 
out there….
On Jun 28, 2015, at 12:00 PM, sursound-requ...@music.vt.edu wrote:

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Today's Topics:

 1. Re: Hooke: First Bluetooth Binaural Microphone (Stefan Schreiber)
 2. Re: Hooke: First Bluetooth Binaural Microphone (Stefan Schreiber)


----------------------------------------------------------------------

Message: 1
Date: Sun, 28 Jun 2015 01:28:44 +0100
From: Stefan Schreiber <st...@mail.telepac.pt>
To: Surround Sound discussion group <sursound@music.vt.edu>
Subject: Re: [Sursound] Hooke: First Bluetooth Binaural Microphone
Message-ID: <558f3fbc.9070...@mail.telepac.pt>
Content-Type: text/plain; charset=UTF-8; format=flowed

len moskowitz wrote:

Anthony Mattana <anth...@hookeaudio.com> wrote:


I apologize if this is not the way to post, but I'm looking for feedback on a product I've recently invented HOOKE (www.hookeaudio.com )

I like your idea of adding bluetooth to the mix.


Long ago, in the late-60's or early 70's, when cassette Walkmen were king, (Aiwa offered a low-cost combined stereo headphone/near-ear binaural microphone set. )
Wrong historical timing!

https://en.wikipedia.org/wiki/Walkman

The original Walkman was marketed in 1979 as the Walkman in Japan and, from 1980, the Soundabout in many other countries including the US, Freestyle in Sweden and the Stowaway in the UK
In this sense, the Walkman is an early form of the (now historical, "noughties") iPod, and belongs clearly to the "80s"... ;-)

Best,

Stefan

P.S.: The iPod might still exist, but Walkmen/iPods are obsolete in the current environment.




------------------------------

Message: 2
Date: Sun, 28 Jun 2015 01:44:45 +0100
From: Stefan Schreiber <st...@mail.telepac.pt>
To: Surround Sound discussion group <sursound@music.vt.edu>
Subject: Re: [Sursound] Hooke: First Bluetooth Binaural Microphone
Message-ID: <558f437d.70...@mail.telepac.pt>
Content-Type: text/plain; charset=us-ascii; format=flowed

Anthony Mattana wrote:

We are currently in talks with software spatialization companies regarding 
adding an algorithm that would allow Hooke to be used as a head tracking audio 
playback option for VR scenarios. And this could be added to your Hooke via a 
OTA software update months after you purchase the headphones :-)


And how can you apply head-tracking to a binaural recording?

Last time I have argued that B format recordings allow (easy) application of HT, binaural recordings actually not. You can't reconstruct the real or B format sound field from a binaural recording. If not, I don't see how you could apply HRTF data sets to calculate a (new) binaural representation - corresponding to your current head orientation. I am very open for smart algorithms, but still...

No way, IMO!

Best,

Stefan



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