Hi Martin

I've done my dissertation based on how to practically tell a story using
only spatial audio. You can check out my full paper here
https://www.academia.edu/33968228/Practical_use_of_Spatial_Audio_for_Storytelling
comprehensive of tools used, psychoacoustics aspects and so on. I did avoid
binaural tho, I prefer a multichannel loudspeaker system to reproduce
something like this.

You can create convincing soundscapes combining simple ambisonics beds and
groups of sound particles (check out the software Sound Particles, free for
one year for students).

Reverb is so important in this case, I used Spat for Max for the
spatialisation, combined with Reaper for editing.

How many people are going to experience it in once?

Have a quick read to the paper and let me know, I'm more then happy to help.

Cheers
Axel




On Thu, 21 Sep 2017 at 18:14, Sampo Syreeni <de...@iki.fi> wrote:

> On 2017-09-21, Martin . wrote:
>
> > What processes do sound designers here use to design realistic
> > ambisonic spaces?
>
> Unfortunately I'm no sound designer, or even practitioner, but I'll
> still but in with a bit of basic theory. I hope you don't mind... ;)
>
> > Do you record it all with tetrahedral microphones?
>
> I'm reasonably certain that is the exception. Obviously, because
> ambisonic is precisely the only end-to-end system in existence which
> enables systematic capture of soundscapes, people who do such acoustic
> work will be over-represented amongst the system's afficionados. But it
> still remains the fact that true soundfield mics are expensive, as are
> the musicians playing to them. As such the easiest, least expensive and
> so the most common way to exercise the machinery remains doing it
> in-studio.
>
> > Are there good reverb solutions to achieve this with mono recordings -
> > or to enhance ambisonic recordings? Do you use conventional DAWs or
> > also game engines like UE4 and Unity?
>
> It depends: do you just want to author audio, or do you want it to track
> within a game? Ambisonic uniquely goes for both, equally, so again game
> people will be over-represented among the doers. But quite certainly if
> you just want to produce a static soundscape, using a game engine would
> be overkill.
>
> As for reverb in production, especially including distance from a source
> and its movement over time, that side of the picture hasn't really been
> set in stone anywhere.
>
> Early work was content to just pan the direct sound, and maybe put in
> some Schroeder kinda artificial reverb into the W channel. As for
> distance, panning between W and XYZ was used as a quick and dirty fix.
>
> What you really want to do instead is much more complicated. First,
> you'll want to maximally decorrelate the reverb over the channels, so
> that you'll end up with proper envelopment. For a synthetically panned
> source that calls for four mutually decorrelated reverb lines, running
> from the source to WXYZ (and more, if going to an higher order). You'd
> want to add early slap echoes from walls and other obstacles, just as
> you do in stereo reverb modelling, only now panned to come from all
> around. If your sound source is moving, you'd want to model Doppler
> effects with a delay line, and perhaps even go as far as to model
> Doppler in the strongest early echoes as well. Then if you *really*
> wanted to go hyperrealistic, you'd want to model near field effects at
> least for any close sources and/or echoes.
>
> No current software does all of that, be it DAW or game like. As is
> usually the case, we bump into the fact that even plain old ambisonic,
> despite its age, remains hitech which is under development. Its full
> potential has yet to be unleashed, so that if you aim at the limit,
> you'll still often have to roll your own.
> --
> Sampo Syreeni, aka decoy - de...@iki.fi, http://decoy.iki.fi/front
> +358-40-3255353 <http://decoy.iki.fi/front+358-40-3255353>, 025E D175
> ABE5 027C 9494 EEB0 E090 8BA9 0509 85C2
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-- 
Axel Drioli
Immersive Audio Designer, Editor and Mixer / Music recording and mixing
engineer
Tel:

+44 7460 223640

-
Skype
:

axel.drioli
Concept Creator
 // Spatial Audio Producer, Designer and Mixer
of

Eridanus, the 3D Audio Movie.

www.facebook.com/eridanus3dsound
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