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
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> 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
>
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