Stephan, hi

The main mechanisms for disambiguating 'cones of confusion' (and this includes 
front-back reversals) are: pinnae effects (Batteau) and head-movements 
(Wallach) - so, without either of these mechanisms at play, one would expect 
directional ambiguity.

In respect of elevation cues - well, I've heard many, very expert listeners, 
swear that in some stereo recordings, listened to over speakers, they can hear 
'height'. This could simply be a speaker artefact at Hf, but it could also be 
that elevation actually means 'up' - elevated sources have different 
relationships with items in the environment and ground effect (I loosely call 
this phenomenon ambience labelling) - so some elevation cues might not simply 
be pinnae effects.

Cheers
ppl

Dr. Peter Lennox
Senior Lecturer in Perception
College of Arts
University of Derby, UK
e: p.len...@derby.ac.uk
t: 01332 593155
https://derby.academia.edu/peterlennox
https://www.researchgate.net/profile/Peter_Lennox

-----Original Message-----
From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Stefan 
Schreiber
Sent: 13 June 2016 02:03
To: Surround Sound discussion group <sursound@music.vt.edu>
Subject: Re: [Sursound] Using Ambisonic for a live streaming VR project

Hi Archontis,

sorry for the relatively late response. I was travelling and had some problems 
to post anything on sursound during my trip. (I finally know what went wrong...)

Anyway, many thanks for the (as always) clear and well-informed answer you gave 
to my posting.

It is quite remarkable that some "pinnae-less" (but multi-perspective) binaural 
format seems to work well for HT VR applications. This is just another proof 
that some perceptual cues can be omitted (here: pinnae
cues) if other cues (ILD, ITD) are more or less intact.

However, there seem to be a couple of limitations of the (propietary) MTB 
recording format.

- I would expect some problems to distinguish between front and back.
(Head movements will fix these, but what if you want to keep your head in some 
"listening position"?)
- I would not expect that any or at least some significant height cues are 
captured. (?)

More important:

- It seems to be very difficult if not impossible to bring MTB recordings into 
some loudspeaker format. (Even to classical Stereo...) "Application case": 
Imagine you would like to present some VR/360ยบ movie in some ("plain old") 
cinema version, or just to broadcast it on TV. You would need some 2.0 or 5.1 
(or Auro-3D/Dolby Atmos etc.) audio version to do so. How to derive this from 
any binaural recording, in some rational way?
(Unless they would interpret the 8-mic= RondoMic sphere recording as some HOA 
source. Which brings us back to my 1st mail...)

Last, but not least:

Good MTB recordings require many capsules assembled in an SA mirophone, in my 
eyes not any less than for HOA.

Sources:

http://dysonics.com/rondo360/

http://dysonics.com/wp-content/uploads/2014/05/dysonics_immersive_spatial_sound_for_mobile.pdf

"In practice, we find that this
procedure produces high-quality results using 8 microphones for speech and < 16 
microphones for music >."

"Although MTB produces highly-realistic, well externalized spatial sound, the 
signals produced by this method only approximate the exact experience, and 
critical listening tests have revealed various audible defects [7]. We have 
developed methods to correct for these problem, if corrections are required, 
and refer the interested reader to [7] for an extended discussion of this 
topic."

Chapter 4.1:
"For the numerical values a = 0.0875 m, c = 343 m/s and fmax = 2.5 kHz, these 
formulas call for 55 microphones for omnidirectional and 16 microphones for 
panoramic sampling."

55 microphones is quite a lot, especially if you are restricted to binaural 
applications.

<>Best regards

Stefan

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

Politis Archontis wrote:

>Hi Stefan,
>
>
>On 07 Jun 2016, at 04:35, Stefan Schreiber 
><st...@mail.telepac.pt<mailto:st...@mail.telepac.pt>> wrote:
>
>Politis Archontis wrote:
>
>But instead of combining all microphones to generate the binaural 
>directivities (as in ambisonics), it interpolates only between the two 
>adjacent microphones that should be closest to the listener's ears. Otherwise, 
>it does not capture pinna cues or cues from a non-spherical/assymetrical head.
>Any source  for this explanation?
>
>I actually dare to question your view... How will you receive any binaural 
>cues via interpolation between two relatively closely spaced omni mikes (fixed 
>on a sphere)?
>
>As you even write, this doesn't seem to give any head and pinna cues.
>(It's called MTB. So I guess they would aim to provide several binaural
>perspectives, including head and pinna cues?)
>
>The source is the AES paper describing the method:
>
>Algazi, R. V., Duda, R. O., & Thompson, D. M. (2004). Motion-Tracked Binaural 
>Sound. In 116th AES Convention. Berlin, Germany.
>
>It does give head-related cues, that of a spherical head without pinna. If you 
>put an omni on a rigid sphere, it is not an omni anymore, it has a 
>frequency-dependent directionality, if you put two of them at opposite sides, 
>they have opposite directionalities and introduce inter-channel level 
>differences. Depending on the size of the sphere, the two signals have a 
>direction-dependent phase-difference too. If the size of the sphere is 
>approximately the size of a head, then you can assume that the level and time 
>differences are close to the binaural ones. This is the infamous spherical 
>head model, and its ITDs and ILDs are known analytically. It captures the cues 
>for lateralization, but not for a pinna (that it doesn't have) or for head 
>assymetries.
>
>If instead of two omnis, you put many of them on the horizontal plane, then 
>you can track the listener's head yaw rotation and use the two omnis that are 
>closer to their ears - or interpolate for a smoother transition. That's what 
>Algazi and Duda are doing in their paper, and they compare various 
>interpolation schemes.
>
>Regards,
>Archontis
>
>

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