Hi Lorenzo I have FOA recordings of sweeps from a very good listening room that i want to use as a virtual binaural listening room for commersial music.
I have responses for stereo, virtual center and back channels for 5.1 Is it possible to use your VSTs for such a setup? Any tips on how to do it if so. Bosse On Sun, 18 Sept 2022, 11:11 Picinali, Lorenzo, <l.picin...@imperial.ac.uk> wrote: > Hello, > > I can advertise our binaural 3D Tune-In Toolkit, which exists also in the > form of VST plugin (as well as standalone application, Unity and Javascript > wrappers). You can just create one instance of the plugin for every output > track, and spatialise that in the position where the loudspeaker should be. > We have a version of the plugin with reverb, which is easy to use but > rather heavy from the computational point of view, or an anechoic version, > with a bus reverb, which is definitely more efficient - in the downloads > you will be able to find a template Reaper project which shows how to setup > the anechoic and bus reverb plugins. > > An example of the functionalities of the Test Application can be found in > this video (use headphones when listening) - the VST plugin creates of > course the same spatialisation effect. > > https://www.youtube.com/watch?v=osJQ0Kxv1P0 > > The Test Application (the one you see in the video above) is available for > MacOS, Windows and Linux at the following link: > > https://github.com/3DTune-In/3dti_AudioToolkit/releases/latest > > At the link above, you can also download the VST plugin, both for MacOS > and Windows, as well as the Unity wrapper. > > If interested, you can find some details about the 3DTI Toolkit spatial > audio implementation in this paper: > > https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0211899 > > And the open source code is available from the GitHub account: > > https://github.com/3DTune-In/3dti_AudioToolkit > > If you have a chance to come around in the London area, we can measure > your HRTF so that you can use that for your mixes - just get in touch! > > best > Lorenzo > > > > > > > > -- > Dr Lorenzo Picinali > Reader in Audio Experience Design<https://www.axdesign.co.uk/> > Dyson School of Design Engineering > Imperial College London > Dyson Building > Imperial College Road > South Kensington, SW7 2DB, London > E: l.picin...@imperial.ac.uk > > http://www.imperial.ac.uk/people/l.picinali > https://www.axdesign.co.uk/ > ________________________________ > From: Sursound <sursound-boun...@music.vt.edu> on behalf of Ralph Jones < > rjonesth...@comcast.net> > Sent: 18 September 2022 01:51 > To: sursound@music.vt.edu <sursound@music.vt.edu> > Subject: Re: [Sursound] about principled rendering of ambisonic to binaural > > > ******************* > This email originates from outside Imperial. Do not click on links and > attachments unless you recognise the sender. > If you trust the sender, add them to your safe senders list > https://spam.ic.ac.uk/SpamConsole/Senders.aspx to disable email stamping > for this address. > ******************* > I’m a composer, not a mathematician, so while I try, I don’t get very far > at understanding discussions like this. But the subject is of real concern > for me, because I am currently working in 5.1.4 surround format > (channel-based, not Atmos) and I would dearly love to find a mac-compatible > VST plugin that would convincingly render my work in binaural. So, is there > a plugin that does what Fons describes here? (i.e., given azimuth and > elevation for each channel, render the signals to binaural convincingly, > including an impression of elevation for height channels.) > > Ralph Jones > > > On Sep 13, 2022, at 9:00 AM,Fons Adriaensen wrote: > > > > Message: 1 > > Date: Tue, 13 Sep 2022 15:59:49 +0200 > > From: Fons Adriaensen <f...@linuxaudio.org> > > To: sursound@music.vt.edu > > Subject: Re: [Sursound] about principled rendering of ambisonic to > > binaural > > Message-ID: > > <20220913135949.ugwflytibwa7p...@mail1.linuxaudio.cyso.net> > > Content-Type: text/plain; charset=iso-8859-1 > > > > > > [Snip] > > > Another question is if for high quality binaural rendering, starting from > > Ambisonic content is a good idea at all. > > > > Simple fact is that if you want really good results you need very high > > order, and > > > > 1. such content isn't available from direct recordings (we don't have > even > > 10th order microphpones), so it has to be synthetic, > > > > 2. rendering it from an Ambisonic format would be very inefficient. For > > example for order 20 you'd need 441 convolutions if you assume L/R head > > symmetry, twice that number if you don't. > > > > Compare this to rendering from object encoded content (i.e. mono signals > > plus directional metadata). You need only two convolutions per object. > > Starting from a sufficiently dense HRIR set, you can easily generate a > > new set on a regular grid with a few thousand points, and interpolate > > them (VBAP style) in real time. This can give you the same resolution > > as e.g. order 40 Ambisonics at fraction of the complexity. > > > > > > Ciao, > > > > -- > > FA > > _______________________________________________ > 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. > -------------- next part -------------- > An HTML attachment was scrubbed... > URL: < > https://mail.music.vt.edu/mailman/private/sursound/attachments/20220918/54475ea0/attachment.htm > > > _______________________________________________ > 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. > -------------- next part -------------- An HTML attachment was scrubbed... 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