[LAD] Attenuation of sounds in 3D space

2010-07-21 Thread JohnLM

Continuation of talk from
Re: [LAD] Floating point processing and high dynamic range audio

Simply Subject line no longer described the actual content.

On 2010.07.21. 20:19, Jörn Nettingsmeier wrote:

On 07/21/2010 08:56 PM, JohnLM wrote:


If I code program to handle attenuation of sounds depending on their
source (emitter) position in virtual 3D space, I guess then there's no
simple way to relate the effect to real world.
How this is usually handled?


you reduce the level with distance (amount depends on whether you are in the 
near or far field and whether you have a point, line or planar source), and 
attenuate the high frequencies to simulate air damping. if you're in an 
enclosed space, you'd also want to take into account the dry-to-reverb ratio, 
and ideally simulate correct early reflections.


Thanks! Though this is quite sophisticated. I currently only worry about 
sound (pressure) level. I will try to implement the rest when the 
current code actually works.


Well I have a set of (omidirectional) point sources.
The code currently has no information whenever given space is open or 
enclosed. (I guess open or empty space is implied then)


As much as I can understand the sound pressure is inversely linearly 
correlated to distance. p~(1/d) or p=k*(1/d) where k is currently 
undefined constant coefficient.


What's the thing about far and near fields?

On Wed, Jul 21, 2010 at 2:01 PM,  wrote:

An audio signal represents pressure variation as a function of
time. Multiplying it by two will give 2 times the pressure,
and 4 times the power. The subjective result is another matter.

Ummm... is it sound pressure or sound pressure level? Or it doesn't 
matter? (are they equivalent?)


On 2010.07.21. 20:40, Ralf Mardorf wrote:

I guess the transit time issue for analog isn't solved. When I worked
for Brauner we and SPL developed a surround microphone + SPL mixing
console. IMO it's pure bullshit.

http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/ICA5.jpg
http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/asm5.jpg

Perhaps today there is math for virtual effects, I don't know, but I
would be very sceptic.



I'm sure any digital alogrithm are far from perfect to represent the 
acoustic attenuation (and related) effects like in real world. But it 
just need to be close enough.


Ummm... I somehow fail to see how the microphone rig is related to this.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Ralf Mardorf
On Wed, 2010-07-21 at 22:07 +0200, JohnLM wrote:
> Continuation of talk from
> Re: [LAD] Floating point processing and high dynamic range audio
> 
> Simply Subject line no longer described the actual content.
> 
> On 2010.07.21. 20:19, Jörn Nettingsmeier wrote:
> > On 07/21/2010 08:56 PM, JohnLM wrote:
> >
> >> If I code program to handle attenuation of sounds depending on their
> >> source (emitter) position in virtual 3D space, I guess then there's no
> >> simple way to relate the effect to real world.
> >> How this is usually handled?
> >
> > you reduce the level with distance (amount depends on whether you are in 
> > the near or far field and whether you have a point, line or planar source), 
> > and attenuate the high frequencies to simulate air damping. if you're in an 
> > enclosed space, you'd also want to take into account the dry-to-reverb 
> > ratio, and ideally simulate correct early reflections.
> 
> Thanks! Though this is quite sophisticated. I currently only worry about 
> sound (pressure) level. I will try to implement the rest when the 
> current code actually works.
> 
> Well I have a set of (omidirectional) point sources.
> The code currently has no information whenever given space is open or 
> enclosed. (I guess open or empty space is implied then)
> 
> As much as I can understand the sound pressure is inversely linearly 
> correlated to distance. p~(1/d) or p=k*(1/d) where k is currently 
> undefined constant coefficient.
> 
> What's the thing about far and near fields?
> 
> On Wed, Jul 21, 2010 at 2:01 PM,  wrote:
> > An audio signal represents pressure variation as a function of
> > time. Multiplying it by two will give 2 times the pressure,
> > and 4 times the power. The subjective result is another matter.
> >
> Ummm... is it sound pressure or sound pressure level? Or it doesn't 
> matter? (are they equivalent?)
> 
> On 2010.07.21. 20:40, Ralf Mardorf wrote:
> > I guess the transit time issue for analog isn't solved. When I worked
> > for Brauner we and SPL developed a surround microphone + SPL mixing
> > console. IMO it's pure bullshit.
> >
> > http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/ICA5.jpg
> > http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/asm5.jpg
> >
> > Perhaps today there is math for virtual effects, I don't know, but I
> > would be very sceptic.
> >
> 
> I'm sure any digital alogrithm are far from perfect to represent the 
> acoustic attenuation (and related) effects like in real world. But it 
> just need to be close enough.
> 
> Ummm... I somehow fail to see how the microphone rig is related to this.

This is around 10 years ago, it might be that a lot of issues are solved
today. Anyway, regarding to psycho-acoustic the artificial head, just
stereo, isn't that bad.

Just keep in mind that we have two ears and any math or analog recording
with more virtual ears is suspect, regarding to a natural impression.

JUST 2 cents,

Ralf


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread JohnLM

On 2010.07.21. 21:20, Ralf Mardorf wrote:

On 2010.07.21. 20:40, Ralf Mardorf wrote:

I guess the transit time issue for analog isn't solved. When I worked
for Brauner we and SPL developed a surround microphone + SPL mixing
console. IMO it's pure bullshit.

http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/ICA5.jpg
http://audio.uni-lueneburg.de/seminarwebseiten/audiomedien/frst/material/asm5.jpg

Perhaps today there is math for virtual effects, I don't know, but I
would be very sceptic.



I'm sure any digital alogrithm are far from perfect to represent the
acoustic attenuation (and related) effects like in real world. But it
just need to be close enough.

Ummm... I somehow fail to see how the microphone rig is related to this.


This is around 10 years ago, it might be that a lot of issues are solved
today. Anyway, regarding to psycho-acoustic the artificial head, just
stereo, isn't that bad.

Just keep in mind that we have two ears and any math or analog recording
with more virtual ears is suspect, regarding to a natural impression.

JUST 2 cents,

Ralf


True. But this is of no concern for my program. It doesn't try to 
emulate psycho-acoustics of human perception. IMO that would be a 
problem of acoustic engineers.


My program just tries to translate sounds in virtal space to audio track 
of one, two, six or whatever else number of channels as best as it can 
doing it automatically.


The project was started when the amount of sounds in a video ("foley" 
sounds, background effects and such) was becoming more than I wanted to 
deal with manually with a DAW. And I couldn't find any FOSS alternative.


If it is of interest to anyone, program (non-working draft of program) 
is located here.

https://launchpad.net/mage
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Arnold Krille
On Wednesday 21 July 2010 21:20:45 Ralf Mardorf wrote:
> Just keep in mind that we have two ears and any math or analog recording
> with more virtual ears is suspect, regarding to a natural impression.

Excuse me, that is bullsh**.

Yes, we only have two ears. But that two ears hear sound from all around them 
they can distinguish between front/rear and top-down for sources with equal 
distance to both ears trough the unique shape of the head.

And surround/ambisonics/wfs is not about feeding a stereo signal to the ears 
to re-create the signal the ears hear, its about recreating the sources all 
around the head to recreate what the ears hear (if they were there). And for 
that you _need_ math and more electronic ears! The more you have, the 
better[*]!

Have fun,

Arnold

[*] Can be proven by double-blind-tests, just ask your local ambisonics-freak.


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Ralf Mardorf
@ nonsense and bullshit, where are the examples that it works?

There is no valid recording with more than 1 or 2 channels, regarding to
a natural impression. Some art projects that didn't try to give a
natural impression are something very, very different.

Most audio engineers still fail regarding to stereo and mono issues. I
wonder about the geniuses who are able to do 5.1 and all the other
stuff.

Please post links to the geniuses work, but call me names.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Paul Davis
On Wed, Jul 21, 2010 at 4:58 PM, Ralf Mardorf
 wrote:
> @ nonsense and bullshit, where are the examples that it works?
>
> There is no valid recording with more than 1 or 2 channels, regarding to
> a natural impression. Some art projects that didn't try to give a
> natural impression are something very, very different.
>
> Most audio engineers still fail regarding to stereo and mono issues. I
> wonder about the geniuses who are able to do 5.1 and all the other
> stuff.
>
> Please post links to the geniuses work, but call me names.

ralf, you simply don't have any idea what you're talking about, unless
you try to limit your comments to commercially released material. you
made no indication that  you intended to use this limitation.

people have been recording with/for ambisonics for nearly 40 years
now. recording with multiple microphones (including things like the
eigenmike 
http://www.mhacoustics.com/mh_acoustics/Eigenmike_microphone_array.html
which by itself makes your point null and void) is common enough that
sound on sound has articles on it.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Ralf Mardorf
On Wed, 2010-07-21 at 22:58 +0200, Ralf Mardorf wrote:
> @ nonsense and bullshit, where are the examples that it works?
> 
> There is no valid recording with more than 1 or 2 channels, regarding to
> a natural impression. Some art projects that didn't try to give a
> natural impression are something very, very different.
> 
> Most audio engineers still fail regarding to stereo and mono issues. I
> wonder about the geniuses who are able to do 5.1 and all the other
> stuff.
> 
> Please post links to the geniuses work, but call me names.

It's unimportant what are my thoughts about those links, I'm unable to
listen, because I'm reduced to stereo, for good reasons.

But I would like read what people who do have 3D equipment do feel,
while listening to those perfect 3D recordings.

I do agree, that 3D could be good, but it never ever will sound natural.

There is no perfect building to the context for stereo or mono and there
also is no perfect way to use 5 or 7 audio channels.

A lot of people, even a lot of those who you respect, tried it and I
never meed someone who preferred mono or stereo to surround.

Btw. sometimes I do fail too, so I don't insist that I'm not mistaken,
to the contrary, it would be a win for me too, if I should fail with my
opinion.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread fons
On Wed, Jul 21, 2010 at 10:58:13PM +0200, Ralf Mardorf wrote:

> @ nonsense and bullshit, where are the examples that it works?
> 
> There is no valid recording with more than 1 or 2 channels,
> regarding to a natural impression.

Yo mean you don't know of one.

> Some art projects that didn't try to give a natural impression
> are something very, very different.

You are obviously out of touch with a lot of thing that have
happened of the last 30 years. And it's not just 'art projects'.

> Most audio engineers still fail regarding to stereo and mono issues. I
> wonder about the geniuses who are able to do 5.1 and all the other
> stuff.

And you fail regarding almost everything you write. If you want
to pontificate about acoustics and psycho-acoustics then please
study the subject before doing so. It will take some time and 
efforr but may help you to avoid making a fool of yourself.

Ciao,

-- 
FA

There are three of them, and Alleline.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Folderol
On Wed, 21 Jul 2010 17:10:35 -0400
Paul Davis  wrote:

> On Wed, Jul 21, 2010 at 4:58 PM, Ralf Mardorf
>  wrote:
> > @ nonsense and bullshit, where are the examples that it works?
> >
> > There is no valid recording with more than 1 or 2 channels, regarding to
> > a natural impression. Some art projects that didn't try to give a
> > natural impression are something very, very different.
> >
> > Most audio engineers still fail regarding to stereo and mono issues. I
> > wonder about the geniuses who are able to do 5.1 and all the other
> > stuff.
> >
> > Please post links to the geniuses work, but call me names.
> 
> ralf, you simply don't have any idea what you're talking about, unless
> you try to limit your comments to commercially released material. you
> made no indication that  you intended to use this limitation.
> 
> people have been recording with/for ambisonics for nearly 40 years
> now. recording with multiple microphones (including things like the
> eigenmike 
> http://www.mhacoustics.com/mh_acoustics/Eigenmike_microphone_array.html
> which by itself makes your point null and void) is common enough that
> sound on sound has articles on it.

I remember when 2001 first came out, being totally astonished by the
sequence where the ape-man first uses a bone as a club. There was the
totally realistic effect of a gust of wind moving from the screen to the
rear of the cinema. I've no idea what system was in use, but it
certainly wasn't 2 channel stereo!

-- 
Will J Godfrey
http://www.musically.me.uk
Say you have a poem and I have a tune.
Exchange them and we can both have a poem, a tune, and a song.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Ralf Mardorf
On Wed, 2010-07-21 at 17:10 -0400, Paul Davis wrote:
> On Wed, Jul 21, 2010 at 4:58 PM, Ralf Mardorf
>  wrote:
> > @ nonsense and bullshit, where are the examples that it works?
> >
> > There is no valid recording with more than 1 or 2 channels, regarding to
> > a natural impression. Some art projects that didn't try to give a
> > natural impression are something very, very different.
> >
> > Most audio engineers still fail regarding to stereo and mono issues. I
> > wonder about the geniuses who are able to do 5.1 and all the other
> > stuff.
> >
> > Please post links to the geniuses work, but call me names.
> 
> ralf, you simply don't have any idea what you're talking about, unless
> you try to limit your comments to commercially released material. you
> made no indication that  you intended to use this limitation.
> 
> people have been recording with/for ambisonics for nearly 40 years
> now. recording with multiple microphones (including things like the
> eigenmike 
> http://www.mhacoustics.com/mh_acoustics/Eigenmike_microphone_array.html
> which by itself makes your point null and void) is common enough that
> sound on sound has articles on it.

Indeed I never heard a recording done with this equipment. Where can I
get an example done with this equipment? I can't listen to it at home,
but I guess I'm able to find somebody with the valid equipment to listen
to the recording. At least somebody from the list, e.g. you Paul does
know some studio were I could listen to a recording here in NRW,
Germany. Seems to be very common equipment, so that it makes sense to
work with it.


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Ralf Mardorf
On Wed, 2010-07-21 at 23:21 +0200, f...@kokkinizita.net wrote:
> On Wed, Jul 21, 2010 at 10:58:13PM +0200, Ralf Mardorf wrote:
> 
> > @ nonsense and bullshit, where are the examples that it works?
> > 
> > There is no valid recording with more than 1 or 2 channels,
> > regarding to a natural impression.
> 
> Yo mean you don't know of one.

Yes, I could be mistaken, but I guess it#s nearly impossible.

> 
> > Some art projects that didn't try to give a natural impression
> > are something very, very different.
> 
> You are obviously out of touch with a lot of thing that have
> happened of the last 30 years. And it's not just 'art projects'.

Correct reduce it to the last 10 years, but 30 years.


> 
> > Most audio engineers still fail regarding to stereo and mono issues. I
> > wonder about the geniuses who are able to do 5.1 and all the other
> > stuff.
> 
> And you fail regarding almost everything you write. If you want
> to pontificate about acoustics and psycho-acoustics then please
> study the subject before doing so. It will take some time and 
> efforr but may help you to avoid making a fool of yourself.

I guess you make a fool of your self, perhaps not to Linux lists, but
indeed to professionals who have to do hard jobs all the day. At least
we still have all that phased stereo recordings, that we aren't allowed
to send on radio in Germany.

> 
> Ciao,
> 


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Ralf Mardorf
On Wed, 2010-07-21 at 22:23 +0100, Folderol wrote:
> On Wed, 21 Jul 2010 17:10:35 -0400
> Paul Davis  wrote:
> 
> > On Wed, Jul 21, 2010 at 4:58 PM, Ralf Mardorf
> >  wrote:
> > > @ nonsense and bullshit, where are the examples that it works?
> > >
> > > There is no valid recording with more than 1 or 2 channels, regarding to
> > > a natural impression. Some art projects that didn't try to give a
> > > natural impression are something very, very different.
> > >
> > > Most audio engineers still fail regarding to stereo and mono issues. I
> > > wonder about the geniuses who are able to do 5.1 and all the other
> > > stuff.
> > >
> > > Please post links to the geniuses work, but call me names.
> > 
> > ralf, you simply don't have any idea what you're talking about, unless
> > you try to limit your comments to commercially released material. you
> > made no indication that  you intended to use this limitation.
> > 
> > people have been recording with/for ambisonics for nearly 40 years
> > now. recording with multiple microphones (including things like the
> > eigenmike 
> > http://www.mhacoustics.com/mh_acoustics/Eigenmike_microphone_array.html
> > which by itself makes your point null and void) is common enough that
> > sound on sound has articles on it.
> 
> I remember when 2001 first came out, being totally astonished by the
> sequence where the ape-man first uses a bone as a club. There was the
> totally realistic effect of a gust of wind moving from the screen to the
> rear of the cinema. I've no idea what system was in use, but it
> certainly wasn't 2 channel stereo!
> 

Was it natural or 'hyper'-natural?


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread fons
On Wed, Jul 21, 2010 at 11:24:12PM +0200, Ralf Mardorf wrote:

> Indeed I never heard a recording done with this equipment. Where can I
> get an example done with this equipment? I can't listen to it at home,
> but I guess I'm able to find somebody with the valid equipment to listen
> to the recording. At least somebody from the list, e.g. you Paul does
> know some studio were I could listen to a recording here in NRW,
> Germany. Seems to be very common equipment, so that it makes sense to
> work with it.

One of the expert users of Ambisonics, a member of this list,
is based in Essen. If he's interested he might get in contact
with you.

Ciao,

-- 
There are three of them, and Alleline.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread fons
On Wed, Jul 21, 2010 at 11:27:59PM +0200, Ralf Mardorf wrote:

> I guess you make a fool of your self, perhaps not to Linux lists, but
> indeed to professionals who have to do hard jobs all the day.

Could be, I'm one of them.

> At least
> we still have all that phased stereo recordings, that we aren't allowed
> to send on radio in Germany.

What has that got to do with me ?

Ciao,

-- 
FA

There are three of them, and Alleline.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Paul Davis
On Wed, Jul 21, 2010 at 5:36 PM,   wrote:
> On Wed, Jul 21, 2010 at 11:24:12PM +0200, Ralf Mardorf wrote:
>
>> Indeed I never heard a recording done with this equipment. Where can I
>> get an example done with this equipment? I can't listen to it at home,
>> but I guess I'm able to find somebody with the valid equipment to listen
>> to the recording. At least somebody from the list, e.g. you Paul does
>> know some studio were I could listen to a recording here in NRW,
>> Germany. Seems to be very common equipment, so that it makes sense to
>> work with it.
>
> One of the expert users of Ambisonics, a member of this list,
> is based in Essen. If he's interested he might get in contact
> with you.

and had you been in Berlin in either july or fall of 2008, you could
have listened to a multi-mic ambisonic recording of a performance of
Messaien's Meditations on the Holy Trinity, played in the Koln Dom
(the first performance was streamed live; the second was a playback of
the recording).

if that won't work for you, then perhaps you might want to visit any
of the theaters outfitted by these guys:
http://www.iosono-sound.com/references/installations/

and if that still isn't enough, Nimbus Records have released several
B-format recordings.

--p
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Arnold Krille
On Wednesday 21 July 2010 23:18:15 Ralf Mardorf wrote:
> On Wed, 2010-07-21 at 22:58 +0200, Ralf Mardorf wrote:
> > @ nonsense and bullshit, where are the examples that it works?

Here: http://www.ambisonia.com/
Downloaded a lot of cool stuff from there (and will do so once my set-up is 
finally complete). And even with my "untrained" ears (not as good as Fons' or 
Jörns or Pauls and not as experienced as yours) they sound great.

> > There is no valid recording with more than 1 or 2 channels, regarding to
> > a natural impression. Some art projects that didn't try to give a
> > natural impression are something very, very different.
> But I would like read what people who do have 3D equipment do feel,
> while listening to those perfect 3D recordings.
> I do agree, that 3D could be good, but it never ever will sound natural.

I only have a four-channel square setup (half) working but the recordings from 
above (note: real recordings from plane-fields, Indian markets and British 
train stations) sounded _very_ realistic.

And as I said, the more speakers, the better.

> It's unimportant what are my thoughts about those links, I'm unable to
> listen, because I'm reduced to stereo, for good reasons.

Even with hearing aids you are _not_ limited to stereo. At least when stereo 
is "two ears for listening".
When stereo means "two speakers for playback", that is rather limiting. But 
something that can be solved...

> There is no perfect building to the context for stereo or mono and there
> also is no perfect way to use 5 or 7 audio channels.

We are not talking about 5.1 or 7.1 here. These suck big time.

We are talking about ambisonics vs. binaurals vs. simple stereo here!

> A lot of people, even a lot of those who you respect, tried it and I
> never meed someone who preferred mono or stereo to surround.

I don't understand that last sentence. You argue against using more then two 
speaker-channels. And then you tell us you never meet anyone who prefered mono 
or stereo over surround?

Love and peace,

Arnold


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Arnold Krille
On Wednesday 21 July 2010 23:27:59 Ralf Mardorf wrote:
> On Wed, 2010-07-21 at 23:21 +0200, f...@kokkinizita.net wrote:
> > And you fail regarding almost everything you write. If you want
> > to pontificate about acoustics and psycho-acoustics then please
> > study the subject before doing so. It will take some time and
> > efforr but may help you to avoid making a fool of yourself.
> I guess you make a fool of your self, perhaps not to Linux lists, but
> indeed to professionals who have to do hard jobs all the day.

Sorry for getting personal (you started it Ralf!), but:

From what I have heard and seen from Fons' past and his present work both in 
terms of software and audio compared to what I could read from you, he is 
_far_ less likely to make a fool of himself anywhere in the 
audio/mixing/dsp/programming field. Neither in research nor in "hard daily 
work".

Arnold


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread fons
On Wed, Jul 21, 2010 at 10:07:10PM +0200, JohnLM wrote:

> What's the thing about far and near fields?

The rule   pressure = 1 / distance  is true only for
theoretical point sources, and for real sources if the
distance is much larger than the size of the zource.
In the other case you are in the 'near field' where
things can get quite complex.

For some sounds you are almost always in the 'near' field
e.g. a highway with many moving cars on it, the seashore,
etc. These are essentially large line sources with many
independent sound generators which blurr into a single
sound, and in that case you'd get different relations,
e.g.  pressure = 1 / sqrt(distance).

> On Wed, Jul 21, 2010 at 2:01 PM,  wrote:
> >An audio signal represents pressure variation as a function of
> >time. Multiplying it by two will give 2 times the pressure,
> >and 4 times the power. The subjective result is another matter.
> >
> Ummm... is it sound pressure or sound pressure level? Or it doesn't
> matter? (are they equivalent?)

The term 'sound pressure level' (SPL) usually refers to sound
pressure measured in a standardized way. 

What you try to do is called spatialization. It involves
modelling the directivity and motion of the sources and
their interaction with the space they are in, and it can
get arbitrarily complex.
Software to do this in specialised cases (e.g. electronic
music) exists. More general solutions and in particular
practical systems (allowing complex and dynamic scenes)
are still a research topic, e.g. at Barcelone Media.

Ciao,

-- 
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread fons
On Wed, Jul 21, 2010 at 10:23:03PM +0100, Folderol wrote:

> I remember when 2001 first came out, being totally astonished by the
> sequence where the ape-man first uses a bone as a club. There was the
> totally realistic effect of a gust of wind moving from the screen to the
> rear of the cinema. I've no idea what system was in use, but it
> certainly wasn't 2 channel stereo!

1968 IIRC Well before any Dolby-XYZ

The 70mm version would have had 6 audio tracks, the 35mm one 4.

Ciao,

-- 
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Patrick Shirkey

On 07/22/2010 09:52 AM, f...@kokkinizita.net wrote:

On Wed, Jul 21, 2010 at 10:23:03PM +0100, Folderol wrote:

   

I remember when 2001 first came out, being totally astonished by the
sequence where the ape-man first uses a bone as a club. There was the
totally realistic effect of a gust of wind moving from the screen to the
rear of the cinema. I've no idea what system was in use, but it
certainly wasn't 2 channel stereo!
 

1968 IIRC Well before any Dolby-XYZ

The 70mm version would have had 6 audio tracks, the 35mm one 4.

Ciao,

   



Even Fantasia was recorded in multi channel and originally played like 
that throughout the world at theaters equipped for the experience.


These days it is reduced to stereo or dolby surround which is a 
significant change from the original soundscape.



--
Patrick Shirkey
Boost Hardware Ltd

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Fernando Lopez-Lezcano
On Thu, 2010-07-22 at 01:08 +0200, Arnold Krille wrote:
> On Wednesday 21 July 2010 23:27:59 Ralf Mardorf wrote:
> > On Wed, 2010-07-21 at 23:21 +0200, f...@kokkinizita.net wrote:
> > > And you fail regarding almost everything you write. If you want
> > > to pontificate about acoustics and psycho-acoustics then please
> > > study the subject before doing so. It will take some time and
> > > efforr but may help you to avoid making a fool of yourself.
> > I guess you make a fool of your self, perhaps not to Linux lists, but
> > indeed to professionals who have to do hard jobs all the day.
> 
> Sorry for getting personal (you started it Ralf!), but:
> 
> From what I have heard and seen from Fons' past and his present work both in 
> terms of software and audio compared to what I could read from you, he is 
> _far_ less likely to make a fool of himself anywhere in the 
> audio/mixing/dsp/programming field. Neither in research nor in "hard daily 
> work".

Indeed. 
-- Fernando


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Patrick Shirkey

On 07/22/2010 12:58 PM, Fernando Lopez-Lezcano wrote:

On Thu, 2010-07-22 at 01:08 +0200, Arnold Krille wrote:
   

On Wednesday 21 July 2010 23:27:59 Ralf Mardorf wrote:
 

On Wed, 2010-07-21 at 23:21 +0200, f...@kokkinizita.net wrote:
   

And you fail regarding almost everything you write. If you want
to pontificate about acoustics and psycho-acoustics then please
study the subject before doing so. It will take some time and
efforr but may help you to avoid making a fool of yourself.
 

I guess you make a fool of your self, perhaps not to Linux lists, but
indeed to professionals who have to do hard jobs all the day.
   

Sorry for getting personal (you started it Ralf!), but:

 From what I have heard and seen from Fons' past and his present work both in
terms of software and audio compared to what I could read from you, he is
_far_ less likely to make a fool of himself anywhere in the
audio/mixing/dsp/programming field. Neither in research nor in "hard daily
work".
 

Indeed.
   



Oh yeah, Fons is wonderful and never makes a fool of himself. His shit 
smells sweet too! ;-P


We need to erect a monument to the almighty, allwise and all powerful 
Fons. Nay, forsooth a religion shall be founded to worship at the feet 
of the 50 Foot Golden Standing Fons Statue.


A giant Microphone and sound system shall also be erected in his honour 
and we shall sing in his name on imporatnt dates like when sent his 
first email and  farted in melody ;-P


Legends will be told and passed down through the generations and all 
practising members shall be required to install 30 point ambisonics in 
their living rooms as testiment to their faith.







--
Patrick Shirkey
Boost Hardware Ltd

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-21 Thread Arnold Krille
On Thursday 22 July 2010 05:38:22 Patrick Shirkey wrote:
> On 07/22/2010 12:58 PM, Fernando Lopez-Lezcano wrote:
> > On Thu, 2010-07-22 at 01:08 +0200, Arnold Krille wrote:
> >> On Wednesday 21 July 2010 23:27:59 Ralf Mardorf wrote:
> >>> On Wed, 2010-07-21 at 23:21 +0200, f...@kokkinizita.net wrote:
>  And you fail regarding almost everything you write. If you want
>  to pontificate about acoustics and psycho-acoustics then please
>  study the subject before doing so. It will take some time and
>  efforr but may help you to avoid making a fool of yourself.
> >>> 
> >>> I guess you make a fool of your self, perhaps not to Linux lists, but
> >>> indeed to professionals who have to do hard jobs all the day.
> >> 
> >> Sorry for getting personal (you started it Ralf!), but:
> >>  From what I have heard and seen from Fons' past and his present work
> >>  both in
> >> 
> >> terms of software and audio compared to what I could read from you, he
> >> is _far_ less likely to make a fool of himself anywhere in the
> >> audio/mixing/dsp/programming field. Neither in research nor in "hard
> >> daily work".
> > 
> > Indeed.
> 
> Oh yeah, Fons is wonderful and never makes a fool of himself. His shit
> smells sweet too! ;-P
> 
> We need to erect a monument to the almighty, allwise and all powerful
> Fons. Nay, forsooth a religion shall be founded to worship at the feet
> of the 50 Foot Golden Standing Fons Statue.
> 
> A giant Microphone and sound system shall also be erected in his honour
> and we shall sing in his name on imporatnt dates like when sent his
> first email and  farted in melody ;-P
> 
> Legends will be told and passed down through the generations and all
> practising members shall be required to install 30 point ambisonics in
> their living rooms as testiment to their faith.

If it helps that Fons releases more of his wonderful software, then building a 
monument for him is okay ;-)

Its not about glorifying Fons, but some people here have earned at least my 
respect for what they do and what they say.

Arnold


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread James Morris
On 21 July 2010 22:18, Ralf Mardorf  wrote:

> Btw. sometimes I do fail too, so I don't insist that I'm not mistaken,
> to the contrary, it would be a win for me too, if I should fail with my
> opinion.

Basically, just as long as you post twenty thousand emails to every
goddamn linux audio related mailing list per hour you're happy.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread JohnLM

On 2010.07.22. 1:30, f...@kokkinizita.net wrote:

On Wed, Jul 21, 2010 at 10:07:10PM +0200, JohnLM wrote:


What's the thing about far and near fields?


The rule   pressure = 1 / distance  is true only for
theoretical point sources, and for real sources if the
distance is much larger than the size of the zource.
In the other case you are in the 'near field' where
things can get quite complex.

For some sounds you are almost always in the 'near' field
e.g. a highway with many moving cars on it, the seashore,
etc. These are essentially large line sources with many
independent sound generators which blurr into a single
sound, and in that case you'd get different relations,
e.g.  pressure = 1 / sqrt(distance).


On Wed, Jul 21, 2010 at 2:01 PM,   wrote:

An audio signal represents pressure variation as a function of
time. Multiplying it by two will give 2 times the pressure,
and 4 times the power. The subjective result is another matter.


Ummm... is it sound pressure or sound pressure level? Or it doesn't
matter? (are they equivalent?)


The term 'sound pressure level' (SPL) usually refers to sound
pressure measured in a standardized way.

What you try to do is called spatialization. It involves
modelling the directivity and motion of the sources and
their interaction with the space they are in, and it can
get arbitrarily complex.
Software to do this in specialised cases (e.g. electronic
music) exists. More general solutions and in particular
practical systems (allowing complex and dynamic scenes)
are still a research topic, e.g. at Barcelone Media.

Ciao,



I may have bitten more than I can chew on. :)

Currently I seek to make "stupid" solution. Something like the way every 
decent game engine does it.
Except my solution is going to be non-realtime and not (sound) hardware 
dependent. I reckon something like this already exist in FOSS, but I 
haven't been able to find anything (I have no time examining code of 
every other audio project out there).


Thanks for the info. Good to know I'm heading the right way. Indeed 
'near field' sound sources were ones I never actually gave much thought 
on their implementation in software. This will go next on my TODO list.


Regards,
John
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Ralf Mardorf
On Wed, 2010-07-21 at 17:45 -0400, Paul Davis wrote:
> if that won't work for you, then perhaps you might want to visit any
> of the theaters outfitted by these guys:
> http://www.iosono-sound.com/references/installations/

The nearest to Oberhausen is http://www.odysseum.de/, unfortunately it's
expensive to get from Oberhausen to Köln, but it might be feasible to
get there. If the 3D sound system should be good, I fear that still the
kind of production isn't something that will be able to demonstrate it,
http://www.odysseum.de/id-3d-filme.html?! Reputable would be the
Hochschule für Musik Detmold, but it's to far away for my purse and
perhaps it won't be easy for a guest to be allowed to listen to a
performance, because it's a school.

The picture to the quote „The best listening position is where I sit in
a live performance. With IOSONO you can put the entire audience in my
lap.“ Herbie Hancock, doesn't look like 5.1 or something similar:
http://www.iosono-sound.com/common/files/header/home1_tresor.jpg

System requirements
Operating System: 
Windows XP Professional SP2, Windows 7
Host application:
Steinberg`s Nuendo 4 (Nuendo dongle required)
Processor: 
Dual Core 2.4 Ghz
Graphic board: 
Open-GL support recommended
Sound card: 
6 Output Channels or more recommended
Display: 
Resolution 1280 x 1024 Px, Dual Display recommended

I'm interested to listen to a performance.

Cheers!

Ralf

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Paul Davis
On Thu, Jul 22, 2010 at 7:44 AM, Ralf Mardorf
 wrote:
> The picture to the quote „The best listening position is where I sit in
> a live performance. With IOSONO you can put the entire audience in my
> lap.“ Herbie Hancock, doesn't look like 5.1 or something similar:
> http://www.iosono-sound.com/common/files/header/home1_tresor.jpg

this is about *audio*. what is looks like tells you almost nothing. in
addition, you don't ned anything fancy to listen to B-format
recordings, and one of the major reasons for that is fons' open source
decoder that will allow you to listen to them with any jack-enabled
audio player and your existing equipment. you also don't need any
particular speaker setup, although clearly one of the points of
ambisonics is that (up to a limit) adding more speakers enables a more
accurate recreation of sound placement within 3D to be achieved.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Ralf Mardorf
On Thu, 2010-07-22 at 01:04 +0200, Arnold Krille wrote:
> We are not talking about 5.1 or 7.1 here. These suck big time.
> 
> We are talking about ambisonics vs. binaurals vs. simple stereo here!

Ok, I noticed this.

Fon's AmbDec is the player for the files from
http://www.ambisonia.com/?!

I guess a friend who lives near to my home has at least 8 outputs for an
Envy24 sound card and at least a JBL 5.1 setup, so the 5.1 speakers
could be used for a minimalist ambisonics.

> 
> > A lot of people, even a lot of those who you respect, tried it and I
> > never meed someone who preferred mono or stereo to surround.
> 
> I don't understand that last sentence. You argue against using more then two 
> speaker-channels. And then you tell us you never meet anyone who prefered 
> mono 
> or stereo over surround?

Bad sentence construction don by me.

Cheers!

Ralf

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Paul Davis
On Wed, Jul 21, 2010 at 11:38 PM, Patrick Shirkey
 wrote:

> Oh yeah, Fons is wonderful and never makes a fool of himself. His shit
> smells sweet too! ;-P

this was completely pointless. and offensive. and rude.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Arnold Krille
Hi,

On Thursday 22 July 2010 14:01:36 Ralf Mardorf wrote:
> On Thu, 2010-07-22 at 01:04 +0200, Arnold Krille wrote:
> > We are not talking about 5.1 or 7.1 here. These suck big time.
> > We are talking about ambisonics vs. binaurals vs. simple stereo here!
> Ok, I noticed this.
> Fon's AmbDec is the player for the files from
> http://www.ambisonia.com/?!

No. Decoder != Player. Please read the (very fine!) manual to ambdec.
And then use any jack-aware player to play the files. I use mplayer and that 
works great.

> I guess a friend who lives near to my home has at least 8 outputs for an
> Envy24 sound card and at least a JBL 5.1 setup, so the 5.1 speakers
> could be used for a minimalist ambisonics.

Keep in mind that 5.1 systems are only a poor substitute for ambisonics set-
ups.
Even when using jbl-speakers, the set up is still different resulting from the 
different use cases. 5.1 is practically stereo. Its one mono for the voices 
(called center), one stereo for music and ambient (called front) and one 
stereo for special effects (called rear). [Forget about that extra channel for 
lfe which tries to be smarter then the user.]
Ambisonics is really every channel with the same priority and use-case. It 
will not matter whether you use the set up with "front" at positiv-x direction 
or 130° rotated around the z axis and 30° rotated around the x axis (when 
using a full 3D rig). It will sound all the same. And the speakers in the room 
have to be set up for this.
Also the speakers are all supposed to be equally away from the listener for 
best performance, with 5.1 the rear is supposed to be much nearer to the 
listeners than the front and center.

You see ambisonics and 5.1 are different things. Because of that your (and my) 
aversion against 5.1 can not be held against ambisonics. And because of that a 
5.1 set-up is only of limited use for ambisonics re-production.

Have fun,

Arnold


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread fons
On Thu, Jul 22, 2010 at 08:11:21AM -0400, Paul Davis wrote:

> On Wed, Jul 21, 2010 at 11:38 PM, Patrick Shirkey
>  wrote:
> 
> > Oh yeah, Fons is wonderful and never makes a fool of himself. His shit
> > smells sweet too! ;-P
> 
> this was completely pointless. and offensive. and rude.

It depends mostly on the type of yesterday evening's pizza
I guess.

Ciao,

-- 
FA

There are three of them, and Alleline.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread fons
On Thu, Jul 22, 2010 at 01:38:22PM +1000, Patrick Shirkey wrote:

> A giant Microphone and sound system shall also be erected in his
> honour and we shall sing in his name on imporatnt dates like when
> sent his first email and  farted in melody ;-P

Too much. just my birthday will do, it's the first of april.

You may think I've been to harsh to R.M., but one has to
draw a line somewhere.

A few weeks ago two religious fundementalists (don't know
which denomination) rang at my gate to discuss the fallacy
of Evolution. One of them asked "Did your grandpa look like
this ?", showing a picture of an ape. I responded "No, not
at all. But let me ask you, did _your_ grandfathers _think_
like apes ?"  - "No" - "So why do _you_ ?". And that ended
our little discussion.

Stating that we have only two ears and that consequently
any audio system reproducing 3D would require direct 
injection into our brains is about at the same level of
ignorance. 

Ciao,

-- 
FA

There are three of them, and Alleline.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Chris Cannam
On Thu, Jul 22, 2010 at 12:48 PM, Paul Davis  wrote:
> you don't ned anything fancy to listen to B-format
> recordings, and one of the major reasons for that is fons' open source
> decoder that will allow you to listen to them with any jack-enabled
> audio player and your existing equipment.

Question that just occurred to me.  I'm very ignorant about spatial
audio, and although I'm sure several of my colleagues could tell me
this, I thought it might be sort of on-topic here.  Is it possible, or
easy, or sensible, or worthwhile, to reduce a B-format recording into
stereo in multiple different ways in order to achieve different
subjective "listener position" results when using headphones?


Chris
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Paul Davis
On Thu, Jul 22, 2010 at 10:29 AM, Chris Cannam
 wrote:
> Question that just occurred to me.  I'm very ignorant about spatial
> audio, and although I'm sure several of my colleagues could tell me
> this, I thought it might be sort of on-topic here.  Is it possible, or
> easy, or sensible, or worthwhile, to reduce a B-format recording into
> stereo in multiple different ways in order to achieve different
> subjective "listener position" results when using headphones?

my limited understanding  is this: the B-format data encodes the
source position relative to some defined point in space. the decoder
can map the "origin" used to define the positional space however it
wants to. whether or not any decoders actually offer any control over
this is another matter.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Arnold Krille
On Thursday 22 July 2010 16:29:01 Chris Cannam wrote:
> On Thu, Jul 22, 2010 at 12:48 PM, Paul Davis  
wrote:
> > you don't ned anything fancy to listen to B-format
> > recordings, and one of the major reasons for that is fons' open source
> > decoder that will allow you to listen to them with any jack-enabled
> > audio player and your existing equipment.
> 
> Question that just occurred to me.  I'm very ignorant about spatial
> audio, and although I'm sure several of my colleagues could tell me
> this, I thought it might be sort of on-topic here.  Is it possible, or
> easy, or sensible, or worthwhile, to reduce a B-format recording into
> stereo in multiple different ways in order to achieve different
> subjective "listener position" results when using headphones?

It makes sense to reduce B-format to stereo.

But the target is important, if you aim at headphones, there are decoders that 
create an binaural signal. If normal stereo-systems are the target, you will 
do a decoding similar to any ambisonics setup but only use two speakers in the 
correct stereo positions and decode to file...

The headphone-version gives more of the ambisonics feeling, but the normal 
stereo signal also benefits from the recording done in ambisonics.

Have fun,

Arnold


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread fons
On Thu, Jul 22, 2010 at 10:35:15AM -0400, Paul Davis wrote:

> On Thu, Jul 22, 2010 at 10:29 AM, Chris Cannam
>  wrote:
> > Question that just occurred to me.  I'm very ignorant about spatial
> > audio, and although I'm sure several of my colleagues could tell me
> > this, I thought it might be sort of on-topic here.  Is it possible, or
> > easy, or sensible, or worthwhile, to reduce a B-format recording into
> > stereo in multiple different ways in order to achieve different
> > subjective "listener position" results when using headphones?
> 
> my limited understanding  is this: the B-format data encodes the
> source position relative to some defined point in space. the decoder
> can map the "origin" used to define the positional space however it
> wants to. whether or not any decoders actually offer any control over
> this is another matter.

The first order B-format consists of four signals:

W:  equivalent to an 'omni' microphone,
X,Y,Z:  equivalent to figure-of-eight microphones
pointing forward/back, left/right, and up/
down respectively.

Combining these you can synthesize any type of first
order mic, going from omni, over subcardioid, cardioid,
hypercardioid to bidirectional, and in any direction.

So starting with B-format, you can convert it to stereo
using e.g. two figure-of-eights at 90 degrees (Blumlein)
or two cardioids at 110 degrees (ORTF), etc.

The type of mics and their angle will determine the 
direct to reverberation ratio to some extent, and 
therefor the apparent placement of the stereo mic.

Such a 'virtual stereo mic' is part of Tetraproc, and
there's also a Ladspa plugin doing this. The latter has
some problems in Ardour as it has 4 ins and 2 outs, and
Ardour get confused by this and will (IIRC) copy inputs
3 and 4 to the outputs while it shouldn't do that.

Another way is to decode to a number of speaker signals
and then use HRIR (head-related impulse responses) to
convert to binaural. Ambdec + Jconvolver (or just
Jconvolver with some extra prepartion) can do this.

Ciao,

-- 
FA

There are three of them, and Alleline.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Fernando Lopez-Lezcano
On Thu, 2010-07-22 at 14:01 +0200, Ralf Mardorf wrote:
> On Thu, 2010-07-22 at 01:04 +0200, Arnold Krille wrote:
> > We are not talking about 5.1 or 7.1 here. These suck big time.
> > 
> > We are talking about ambisonics vs. binaurals vs. simple stereo here!
> 
> Ok, I noticed this.
> 
> Fon's AmbDec is the player for the files from
> http://www.ambisonia.com/?!
> 
> I guess a friend who lives near to my home has at least 8 outputs for an
> Envy24 sound card and at least a JBL 5.1 setup, so the 5.1 speakers
> could be used for a minimalist ambisonics.

Yes. Fons ships an ambdec configuration for playing in a 5.1 setup (it
is not optimal because the back speakers in a 5.1 setup are too far
apart but it works - I use it at home). Of course it assumes that the
5.1 setup is correct. This link has a diagram of the speaker angles:

  http://de.wikipedia.org/wiki/5.1

-- Fernando


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Gene Heskett
On Thursday, July 22, 2010 01:07:57 pm f...@kokkinizita.net did opine:

> On Thu, Jul 22, 2010 at 10:35:15AM -0400, Paul Davis wrote:
> > On Thu, Jul 22, 2010 at 10:29 AM, Chris Cannam
> > 
> >  wrote:
> > > Question that just occurred to me.  I'm very ignorant about spatial
> > > audio, and although I'm sure several of my colleagues could tell me
> > > this, I thought it might be sort of on-topic here.  Is it possible,
> > > or easy, or sensible, or worthwhile, to reduce a B-format recording
> > > into stereo in multiple different ways in order to achieve
> > > different subjective "listener position" results when using
> > > headphones?
> > 
> > my limited understanding  is this: the B-format data encodes the
> > source position relative to some defined point in space. the decoder
> > can map the "origin" used to define the positional space however it
> > wants to. whether or not any decoders actually offer any control over
> > this is another matter.
> 
> The first order B-format consists of four signals:
> 
> W:  equivalent to an 'omni' microphone,
> X,Y,Z:  equivalent to figure-of-eight microphones
> pointing forward/back, left/right, and up/
> down respectively.

And interesting scenario, Fons.  But it leads this simple minded broadcast 
engineer with 45 years experience to ask a question.

1. How are the signals brought into phase such that electronically, all mic 
ribbons or diaphragms seem to occupy the same space, just facing in 
different directions?

If this is not addressed, then this will lead to some interesting comb 
filter effects if the signals are not kept from mixing, which they will of 
course do in the ear.

Granted, the PV of sound in normal air would require separations of inches 
till the stuff above high C comes into play, but at the snares and cymbals 
frequencies, I would have to assume some coloration of the sound from this 
effect alone.  And of course the same concern comes into play at the 
speakers since they are generally placed around the listener which in no 
way approximates the nearly single point reception these mics will hear.

In my own mind, the placement of a PZ microphone in each of the places one 
would place the playback speakers would seem to be a superior method, at 
least for a listener sitting in the nominal center, who will be so 
overwhelmed by (supposedly not important sonically we are told) the phasing 
errors that he cannot single out a single largest cause for the lack of 
realism.

In my history of electronic repairs for a living over the last 60+ years, 
one instance of truly hair raising realism took place when I was about 21, 
and working one of the service benches at Woodburn Sound in Iowa City IA, 
USA.  I had bought some car parts at noon, and when I left about 6 for 
dinner, I forgot & left them on the corner of the bench.  Having a key to 
the back door I let myself into the back door about 8, which was pretty 
dark by then as only one 25 watt bulb out in the display area was on, and 
half way to the door to my bench area & right in the door to the front, 
display room, the Dukes of Dixieland marched by, going right over me.  It 
seems that Woody and Saul Marantz were out in front, had pulled a 2nd JBL 
Hartzfield speaker out of Saul's econoline van, setting it just inside the 
front door opposite to ours in the other front corner of the display floor, 
along with a Berlant/Concertone tape deck capable of running at 15 and 30 
IPS.  And the tape was the master that had cut the Dukes then current hit 
record, running at 30 ips.  SNR was a good 70+ db, and there was no tape 
hiss audible unless you walked directly in front of the JBL 075 ring 
radiator tweeters that had been added to both our Hartzfield and to the one 
Saul was carrying around.  No tone controls, and only a 30 watt Marantz 
stereo amp., those Hartzfields were then, and may be yet, the most efficient 
speakers ever made, never used more than 3 or 4 watts/channel to get SPL's 
that would have done Joshua's trumpets at Jericho proud.

Truly a total immersion in the sound, from about 35hz to nearly 30khz.  
Those tweeters could do a fairly good job of reproducing a 25khz square 
wave.

It took till I had been introduced to Saul Marantz and shook hands, and for 
that tape (on 14" NAB reels) to run out before the hair on the back of my 
neck was truly relaxed.  Saul it turned out was an endless source of 
technical knowledge sprinkled with BTDT stories.  And needless to say, I 
did not manage to get that hydromatic transmission I had just stick shifted 
back together till a day later.  Yeah, I'm a JOAT. :)

-- 
Cheers, Gene
"There are four boxes to be used in defense of liberty:
 soap, ballot, jury, and ammo. Please use in that order."
-Ed Howdershelt (Author)
The cost of living is going up, and the chance of living is going down.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Ralf Mardorf
On Thu, 2010-07-22 at 10:52 -0700, Fernando Lopez-Lezcano wrote:
> On Thu, 2010-07-22 at 14:01 +0200, Ralf Mardorf wrote:
> > On Thu, 2010-07-22 at 01:04 +0200, Arnold Krille wrote:
> > > We are not talking about 5.1 or 7.1 here. These suck big time.
> > > 
> > > We are talking about ambisonics vs. binaurals vs. simple stereo here!
> > 
> > Ok, I noticed this.
> > 
> > Fon's AmbDec is the player for the files from
> > http://www.ambisonia.com/?!
> > 
> > I guess a friend who lives near to my home has at least 8 outputs for an
> > Envy24 sound card and at least a JBL 5.1 setup, so the 5.1 speakers
> > could be used for a minimalist ambisonics.
> 
> Yes. Fons ships an ambdec configuration for playing in a 5.1 setup (it
> is not optimal because the back speakers in a 5.1 setup are too far
> apart but it works - I use it at home). Of course it assumes that the
> 5.1 setup is correct. This link has a diagram of the speaker angles:
> 
>   http://de.wikipedia.org/wiki/5.1
> 
> -- Fernando

The speakers of the 5.1 system should just be used, because they are 5
of the same type and because there are equal amps for the speakers.
There's no need to keep
http://upload.wikimedia.org/wikipedia/de/thumb/4/4e/ITUKreis_Ruhnke.jpg/300px-ITUKreis_Ruhnke.jpg,
 if the speakers should really be placed correctly for 5.1 at the friends 
living room at the moment.

If possible I would prefer to replace them in a way that's good for
ambisonics.

    From: Arnold Krille 
To: linux-audio-dev@lists.linuxaudio.org
Subject: Re: [LAD] Attenuation of sounds in 3D space
Date: Thu, 22 Jul 2010 14:51:00 +0200 
[snip]
Ambisonics is really every channel with the same priority and use-case. 
It 
will not matter whether you use the set up with "front" at positiv-x 
direction 
or 130° rotated around the z axis and 30° rotated around the x axis 
(when 
using a full 3D rig). It will sound all the same. And the speakers in 
the room 
have to be set up for this.
Also the speakers are all supposed to be equally away from the listener 
for 
best performance
[snip]

IIUC 4 speakers could be set up in a quadrate with "front" at positiv-x
direction and the listener has to be in the middle of the quadrate.
Maybe there will be 8 similar speakers and amps, but regarding to the
sound card the limit is 8 channels. I guess somewhere on the ambisonics
website there will be some text and graphic about such setups.

- Ralf

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Ralf Mardorf
On Thu, 2010-07-22 at 14:15 -0400, Gene Heskett wrote:
> On Thursday, July 22, 2010 01:07:57 pm f...@kokkinizita.net did opine:
> 
> > On Thu, Jul 22, 2010 at 10:35:15AM -0400, Paul Davis wrote:
> > > On Thu, Jul 22, 2010 at 10:29 AM, Chris Cannam
> > > 
> > >  wrote:
> > > > Question that just occurred to me.  I'm very ignorant about spatial
> > > > audio, and although I'm sure several of my colleagues could tell me
> > > > this, I thought it might be sort of on-topic here.  Is it possible,
> > > > or easy, or sensible, or worthwhile, to reduce a B-format recording
> > > > into stereo in multiple different ways in order to achieve
> > > > different subjective "listener position" results when using
> > > > headphones?
> > > 
> > > my limited understanding  is this: the B-format data encodes the
> > > source position relative to some defined point in space. the decoder
> > > can map the "origin" used to define the positional space however it
> > > wants to. whether or not any decoders actually offer any control over
> > > this is another matter.
> > 
> > The first order B-format consists of four signals:
> > 
> > W:  equivalent to an 'omni' microphone,
> > X,Y,Z:  equivalent to figure-of-eight microphones
> > pointing forward/back, left/right, and up/
> > down respectively.
> 
> And interesting scenario, Fons.  But it leads this simple minded broadcast 
> engineer with 45 years experience to ask a question.
> 
> 1. How are the signals brought into phase such that electronically, all mic 
> ribbons or diaphragms seem to occupy the same space, just facing in 
> different directions?
> 
> If this is not addressed, then this will lead to some interesting comb 
> filter effects if the signals are not kept from mixing, which they will of 
> course do in the ear.
> 
> Granted, the PV of sound in normal air would require separations of inches 
> till the stuff above high C comes into play, but at the snares and cymbals 
> frequencies, I would have to assume some coloration of the sound from this 
> effect alone.  And of course the same concern comes into play at the 
> speakers since they are generally placed around the listener which in no 
> way approximates the nearly single point reception these mics will hear.
> 
> In my own mind, the placement of a PZ microphone in each of the places one 
> would place the playback speakers would seem to be a superior method, at 
> least for a listener sitting in the nominal center, who will be so 
> overwhelmed by (supposedly not important sonically we are told) the phasing 
> errors that he cannot single out a single largest cause for the lack of 
> realism.
> 
> In my history of electronic repairs for a living over the last 60+ years, 
> one instance of truly hair raising realism took place when I was about 21, 
> and working one of the service benches at Woodburn Sound in Iowa City IA, 
> USA.  I had bought some car parts at noon, and when I left about 6 for 
> dinner, I forgot & left them on the corner of the bench.  Having a key to 
> the back door I let myself into the back door about 8, which was pretty 
> dark by then as only one 25 watt bulb out in the display area was on, and 
> half way to the door to my bench area & right in the door to the front, 
> display room, the Dukes of Dixieland marched by, going right over me.  It 
> seems that Woody and Saul Marantz were out in front, had pulled a 2nd JBL 
> Hartzfield speaker out of Saul's econoline van, setting it just inside the 
> front door opposite to ours in the other front corner of the display floor, 
> along with a Berlant/Concertone tape deck capable of running at 15 and 30 
> IPS.  And the tape was the master that had cut the Dukes then current hit 
> record, running at 30 ips.  SNR was a good 70+ db, and there was no tape 
> hiss audible unless you walked directly in front of the JBL 075 ring 
> radiator tweeters that had been added to both our Hartzfield and to the one 
> Saul was carrying around.  No tone controls, and only a 30 watt Marantz 
> stereo amp., those Hartzfields were then, and may be yet, the most efficient 
> speakers ever made, never used more than 3 or 4 watts/channel to get SPL's 
> that would have done Joshua's trumpets at Jericho proud.
> 
> Truly a total immersion in the sound, from about 35hz to nearly 30khz.  
> Those tweeters could do a fairly good job of reproducing a 25khz square 
> wave.
> 
> It took till I had been introduced to Saul Marantz and shook hands, and for 
> that tape (on 14" NAB reels) to run out before the hair on the back of my 
> neck was truly relaxed.  Saul it turned out was an endless source of 
> technical knowledge sprinkled with BTDT stories.  And needless to say, I 
> did not manage to get that hydromatic transmission I had just stick shifted 
> back together till a day later.  Yeah, I'm a JOAT. :)
> 

As an ape (of course I'm an ape like every human is an ape) and troll (I
don't see myself as a troll) I suspect phasing too, that's why I

Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Fernando Lopez-Lezcano
On Thu, 2010-07-22 at 20:22 +0200, Ralf Mardorf wrote:
> On Thu, 2010-07-22 at 10:52 -0700, Fernando Lopez-Lezcano wrote:
> > On Thu, 2010-07-22 at 14:01 +0200, Ralf Mardorf wrote:
> > > On Thu, 2010-07-22 at 01:04 +0200, Arnold Krille wrote:
> > > > We are not talking about 5.1 or 7.1 here. These suck big time.
> > > > 
> > > > We are talking about ambisonics vs. binaurals vs. simple stereo here!
> > > 
> > > Ok, I noticed this.
> > > 
> > > Fon's AmbDec is the player for the files from
> > > http://www.ambisonia.com/?!
> > > 
> > > I guess a friend who lives near to my home has at least 8 outputs for an
> > > Envy24 sound card and at least a JBL 5.1 setup, so the 5.1 speakers
> > > could be used for a minimalist ambisonics.
> > 
> > Yes. Fons ships an ambdec configuration for playing in a 5.1 setup (it
> > is not optimal because the back speakers in a 5.1 setup are too far
> > apart but it works - I use it at home). Of course it assumes that the
> > 5.1 setup is correct. This link has a diagram of the speaker angles:
> > 
> >   http://de.wikipedia.org/wiki/5.1
> > 
> The speakers of the 5.1 system should just be used, because they are 5
> of the same type and because there are equal amps for the speakers.
> There's no need to keep
> http://upload.wikimedia.org/wikipedia/de/thumb/4/4e/ITUKreis_Ruhnke.jpg/300px-ITUKreis_Ruhnke.jpg,
>  if the speakers should really be placed correctly for 5.1 at the friends 
> living room at the moment.

I'm not sure I understand. The 5.1 ambisonics decoder in Ambdec can
decode to that arrangement and it is pretty good. You could try that
before moving the speakers around. 

> If possible I would prefer to replace them in a way that's good for
> ambisonics.
> ...
> IIUC 4 speakers could be set up in a quadrate with "front" at positiv-x
> direction and the listener has to be in the middle of the quadrate.

Yes, you could move them into a square, use only four and use the square
decoder. A 5.1 setup can be used to play up to second order ambisonics,
a 4 channel square can only play first order ambisonics. 

Most of the recordings in ambisonia.com are first order (but I think
there are a few higher order as well). 

See this for another example of ambisonics at home:

http://stackingdwarves.net/public_stuff/linux_audio/ambi_at_home/joern_nettingsmeier-ambisonics_at_home.pdf

-- Fernando



> Maybe there will be 8 similar speakers and amps, but regarding to the
> sound card the limit is 8 channels. I guess somewhere on the ambisonics
> website there will be some text and graphic about such setups.


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Jörn Nettingsmeier

On 07/22/2010 05:02 PM, f...@kokkinizita.net wrote:


Such a 'virtual stereo mic' is part of Tetraproc, and
there's also a Ladspa plugin doing this. The latter has
some problems in Ardour as it has 4 ins and 2 outs, and
Ardour get confused by this and will (IIRC) copy inputs
3 and 4 to the outputs while it shouldn't do that.


ardour always does that. it's consistent (but wrong imho) and nothing to 
do with the vmic plugin.


when you use the plugin in a bus with 4 ins and 2 outs, everything works 
as expected. if you find such busses confusing, an alternative is to use 
a 4 in 4 out bus and leave outputs 3 and 4 unconnected.



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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Jörn Nettingsmeier

On 07/22/2010 08:15 PM, Gene Heskett wrote:

1. How are the signals brought into phase such that electronically, all mic
ribbons or diaphragms seem to occupy the same space, just facing in
different directions?


well, you can't do that :)
two approaches:
if you only care for horizontal surround (and there is no significant z 
axis content), you can stack an omni and two fig8s on top of one 
another, so that they are in phase for signals arriving along the 
horizontal plane. this is often called the nimbus-halliday array, after 
the guy that introduced it at nimbus records. sounds very good, but no 
height.
if you do want height, place 4 sub-cards or cardiods as close together 
as possible, arranged on the faces of a tetrahedron. then with some 
clever filtering, you can get very good results, and the comb filtering 
at hf can be worked around with a slight treble boost. comb filtering at 
hf looks worse than it sounds, usually.



And of course the same concern comes into play at the
speakers since they are generally placed around the listener which in no
way approximates the nearly single point reception these mics will hear.


that's not the point. the idea is this: you measure the soundfield in 
one spot, and you aim to reproduce it in this one spot only (that's the 
maths). so the speakers should be really really close together. the good 
thing is: it also works when the speakers are far apart, which means we 
get room for listeners :)
the interesting aspect of first-order ambisonics is not how it works (it 
only works in a point volume, which is not terribly useful), but how 
gracefully it fails outside this volume.



In my own mind, the placement of a PZ microphone in each of the places one
would place the playback speakers would seem to be a superior method, at
least for a listener sitting in the nominal center, who will be so
overwhelmed by (supposedly not important sonically we are told) the phasing
errors that he cannot single out a single largest cause for the lack of
realism.


it might seem so, but in practice it does not really work. say you have 
a regular hexagon of microphones, with a radius of 2m. assume that a 
singer is standing at the "north" mike. sound reaches this mike 
instantaneously. it takes about 12ms to reach the south mike. that is a 
comb filter that reaches way down where it makes the sound tinny, 
unpleasant, and worst of all, unrepairable.

and consider what the effect during playback would be:
loud, correct sound from north speaker after 6ms, bogus echo from south 
speaker after 18ms, combining into coloration, giving a wrong spatial 
cue of a back wall that isn't there, yet arriving too soon for the brain 
to be able to separate it as a bogus event and throw it away.


the fun thing is, if you had several thousand microphones (and 
speakers), the results would be excellent. but before shouldering the 
expenses, you might be tempted to cut some corners. ambisonics is a very 
usable shortcut imho.


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Jörn Nettingsmeier

On 07/22/2010 08:42 PM, Ralf Mardorf wrote:


As an ape (of course I'm an ape like every human is an ape) and troll (I
don't see myself as a troll) I suspect phasing too, that's why I
overstated argued with the next generation Cochlea-Implant, or needles
in the brain.


that is a bogus statement. phasing happens in the brain as well. just 
put on your favourite pair of headphones and wire one side out-of-phase. 
instant nausea. (of course, if you keep it on for a few days, your brain 
will adapt - presto: you'll be hurling all over the real world when you 
finally put them down.)



Visual 3D, by a surround projection + 3D glasses isn't perfect, but
there is just one picture and not several pictures that needs to be
phase synced in the eye.  Perhaps a week analogy.


a terribly chosen analogy indeed. since when do the eyes care what phase 
an incoming photon is? unless you're staring into a laser, each photon 
will have totally random phase.
next error: there *are* two images, and they do need to be synced. phase 
is irrelevant, though.



When having 4 or 8 or more speakers I fear phasing at the position of
the ears. But perhaps it isn't that much. I'll try to listen to
ambisoncs :).


you can get terrible phasing, and not just in the center, but pretty 
much everywhere. that's why some people stagger the timings of the 
loudspeakers a bit, to smear out the phasing until it is more or less 
masked by the content.
but it should be noted that stereo has the very same problem. now if 
method A produces a 60° soundstage with phasing at N units of 
obnoxiousness, a method that produces 360° surround is entitled to 6N 
UoO phasing. in practice, ambisonics does better than this, but there is 
no denying the issue.
one thing that often gets overlooked: people have learned to accept 
stereo (or, in some circles, 5.1) as the gold standard, and its 
shortcomings have grown into desired features. it's very hard to compete 
with a method that does a few things very well and doesn't even try to 
reproduce most of the auditory cues of, say, a live experience.


the main ingredient that makes any sound reproduction system sound good 
is your brain. the trick is to nudge it into sympathy with carefully 
chosen cues.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Ralf Mardorf
On Fri, 2010-07-23 at 01:09 +0200, Jörn Nettingsmeier wrote:
> On 07/22/2010 08:42 PM, Ralf Mardorf wrote:
> 
> > As an ape (of course I'm an ape like every human is an ape) and troll (I
> > don't see myself as a troll) I suspect phasing too, that's why I
> > overstated argued with the next generation Cochlea-Implant, or needles
> > in the brain.
> 
> that is a bogus statement. phasing happens in the brain as well. just 
> put on your favourite pair of headphones and wire one side out-of-phase. 
> instant nausea. (of course, if you keep it on for a few days, your brain 
> will adapt - presto: you'll be hurling all over the real world when you 
> finally put them down.)
> 
> > Visual 3D, by a surround projection + 3D glasses isn't perfect, but
> > there is just one picture and not several pictures that needs to be
> > phase synced in the eye.  Perhaps a week analogy.
> 
> a terribly chosen analogy indeed. since when do the eyes care what phase 
> an incoming photon is? unless you're staring into a laser, each photon 
> will have totally random phase.
> next error: there *are* two images, and they do need to be synced. phase 
> is irrelevant, though.

That's the problem with this analogy. We have two eyes and ears, but
most people have better trained eyes, so most people 'see' differences,
but less people 'hear' differences.

> 
> > When having 4 or 8 or more speakers I fear phasing at the position of
> > the ears. But perhaps it isn't that much. I'll try to listen to
> > ambisoncs :).
> 
> you can get terrible phasing, and not just in the center, but pretty 
> much everywhere. that's why some people stagger the timings of the 
> loudspeakers a bit, to smear out the phasing until it is more or less 
> masked by the content.
> but it should be noted that stereo has the very same problem.

As I mentioned before, it's hard to do a good stereo mix, even when the
speakers are perfectly set up. When you play music on radio, you need to
check the phases of the recordings, because there are a lot of bad
recordings. I guess it becomes harder the more channels you need to
control.

> now if 
> method A produces a 60° soundstage with phasing at N units of 
> obnoxiousness, a method that produces 360° surround is entitled to 6N 
> UoO phasing. in practice, ambisonics does better than this, but there is 
> no denying the issue.
> one thing that often gets overlooked: people have learned to accept 
> stereo (or, in some circles, 5.1) as the gold standard, and its 
> shortcomings have grown into desired features. it's very hard to compete 
> with a method that does a few things very well and doesn't even try to 
> reproduce most of the auditory cues of, say, a live experience.

Correct, I like stereo, I don't like 5.1 and indeed stereo is very
limited, but with some training it's good to handle.
If ambisonics shouldn't have the disadvantages of 5.1 I might like it.
It's funny, regarding to the German Wiki ambisonics is as old as I'm.

> the main ingredient that makes any sound reproduction system sound good 
> is your brain. the trick is to nudge it into sympathy with carefully 
> chosen cues.

Btw. I 'try' to do stereo mixes that do sound mono as near as possible
to the stereo mix and mono could be two channels as one or just one of
the two channels. So I limit stereo to a special functionality, but
don't use all capabilities. This could be called 'broadcasting
behaviour'. I know that I need to break this habit for surround sound,
but when listening and unfortunately working with 5.1, I didn't like it.

Btw. even some consumers don't like 5.1, but perhaps because they set up
the speakers completely bad. IIUC they hardly could set up the speakers
completely bad, if they would use ambisonics. IIUC for large rooms there
are many speakers needed, perhaps this is the reason that shit like 5.1,
Dolby surround, Dolby stereo is common. OT: For film on cord Dolby
stereo anyway is nice for stereo, without Dolby there's hardcore wow and
flutter ... hm, regarding to wiki it's called dolby digital, doesn't
matter German filmmakers usually can't pay for Dolby.

Thanx for the information :)

Ralf

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-22 Thread Ralf Mardorf
On Fri, 2010-07-23 at 08:51 +0200, Ralf Mardorf wrote:
> On Fri, 2010-07-23 at 01:09 +0200, Jörn Nettingsmeier wrote:
> > On 07/22/2010 08:42 PM, Ralf Mardorf wrote:
> > 
> > > As an ape (of course I'm an ape like every human is an ape) and troll (I
> > > don't see myself as a troll) I suspect phasing too, that's why I
> > > overstated argued with the next generation Cochlea-Implant, or needles
> > > in the brain.
> > 
> > that is a bogus statement. phasing happens in the brain as well. just 
> > put on your favourite pair of headphones and wire one side out-of-phase. 
> > instant nausea. (of course, if you keep it on for a few days, your brain 
> > will adapt - presto: you'll be hurling all over the real world when you 
> > finally put them down.)
> > 
> > > Visual 3D, by a surround projection + 3D glasses isn't perfect, but
> > > there is just one picture and not several pictures that needs to be
> > > phase synced in the eye.  Perhaps a week analogy.
> > 
> > a terribly chosen analogy indeed. since when do the eyes care what phase 
> > an incoming photon is? unless you're staring into a laser, each photon 
> > will have totally random phase.
> > next error: there *are* two images, and they do need to be synced. phase 
> > is irrelevant, though.
> 
> That's the problem with this analogy. We have two eyes and ears, but
> most people have better trained eyes, so most people 'see' differences,
> but less people 'hear' differences.
> 
> > 
> > > When having 4 or 8 or more speakers I fear phasing at the position of
> > > the ears. But perhaps it isn't that much. I'll try to listen to
> > > ambisoncs :).
> > 
> > you can get terrible phasing, and not just in the center, but pretty 
> > much everywhere. that's why some people stagger the timings of the 
> > loudspeakers a bit, to smear out the phasing until it is more or less 
> > masked by the content.
> > but it should be noted that stereo has the very same problem.
> 
> As I mentioned before, it's hard to do a good stereo mix, even when the
> speakers are perfectly set up. When you play music on radio, you need to
> check the phases of the recordings, because there are a lot of bad
> recordings. I guess it becomes harder the more channels you need to
> control.

PS:

Not only because of the position of the speakers, but
started with the recoding, resp. master mix, that's why ...

> 
> > now if 
> > method A produces a 60° soundstage with phasing at N units of 
> > obnoxiousness, a method that produces 360° surround is entitled to 6N 
> > UoO phasing. in practice, ambisonics does better than this, but there is 
> > no denying the issue.
> > one thing that often gets overlooked: people have learned to accept 
> > stereo (or, in some circles, 5.1) as the gold standard, and its 
> > shortcomings have grown into desired features. it's very hard to compete 
> > with a method that does a few things very well and doesn't even try to 
> > reproduce most of the auditory cues of, say, a live experience.
> 
> Correct, I like stereo, I don't like 5.1 and indeed stereo is very
> limited, but with some training it's good to handle.
> If ambisonics shouldn't have the disadvantages of 5.1 I might like it.
> It's funny, regarding to the German Wiki ambisonics is as old as I'm.
> 
> > the main ingredient that makes any sound reproduction system sound good 
> > is your brain. the trick is to nudge it into sympathy with carefully 
> > chosen cues.


...:

> Btw. I 'try' to do stereo mixes that do sound mono as near as possible
> to the stereo mix and mono could be two channels as one or just one of
> the two channels. So I limit stereo to a special functionality, but
> don't use all capabilities. This could be called 'broadcasting
> behaviour'. I know that I need to break this habit for surround sound,
> but when listening and unfortunately working with 5.1, I didn't like it.
> 
> Btw. even some consumers don't like 5.1, but perhaps because they set up
> the speakers completely bad. IIUC they hardly could set up the speakers
> completely bad, if they would use ambisonics. IIUC for large rooms there
> are many speakers needed, perhaps this is the reason that shit like 5.1,
> Dolby surround, Dolby stereo is common. OT: For film on cord Dolby
> stereo anyway is nice for stereo, without Dolby there's hardcore wow and
> flutter ... hm, regarding to wiki it's called dolby digital, doesn't
> matter German filmmakers usually can't pay for Dolby.
> 
> Thanx for the information :)
> 
> Ralf


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-23 Thread Florian Faber
On 07/22/10 01:04, Arnold Krille wrote:

> And as I said, the more speakers, the better.

Not quite. There's an optimal number of speakers for 2d. Optimal in the
sense that less speakers result in less resolution and more speakers
lead to a blurred image.


Flo
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-23 Thread Fernando Lopez-Lezcano
On Fri, 2010-07-23 at 08:51 +0200, Ralf Mardorf wrote:
> On Fri, 2010-07-23 at 01:09 +0200, Jörn Nettingsmeier wrote:
> > On 07/22/2010 08:42 PM, Ralf Mardorf wrote:
> >
> > one thing that often gets overlooked: people have learned to accept 
> > stereo (or, in some circles, 5.1) as the gold standard, and its 
> > shortcomings have grown into desired features. it's very hard to compete 
> > with a method that does a few things very well and doesn't even try to 
> > reproduce most of the auditory cues of, say, a live experience.
> 
> Correct, I like stereo, I don't like 5.1 and indeed stereo is very
> limited, but with some training it's good to handle.
> If ambisonics shouldn't have the disadvantages of 5.1 I might like it.

One crucial difference, please:

Ambisonics is a spatialization technique. 

So called "5.1" is just an arrangement of speakers. It is no more than
that. What you don't like is the way the content creators are using that
particular arrangement of speakers to render their music (or effects, or
whatever). For that they use one or a selection of spatialization
techniques of which Ambisonics is just one example - the subject is
actually quite complex. I imagine most use just a variation of amplitude
panning or something similar. For the same arrangement of speakers (5.1)
you could use Ambisonics or any other technique. 

So, comparing Ambisonics and 5.1 is comparing apples with airplanes
(oranges would be too close, they are both fruits). Very different
things. 

-- Fernando


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-24 Thread Ralf Mardorf
On Fri, 2010-07-23 at 10:02 -0700, Fernando Lopez-Lezcano wrote:
> On Fri, 2010-07-23 at 08:51 +0200, Ralf Mardorf wrote:
> > On Fri, 2010-07-23 at 01:09 +0200, Jörn Nettingsmeier wrote:
> > > On 07/22/2010 08:42 PM, Ralf Mardorf wrote:
> > >
> > > one thing that often gets overlooked: people have learned to accept 
> > > stereo (or, in some circles, 5.1) as the gold standard, and its 
> > > shortcomings have grown into desired features. it's very hard to compete 
> > > with a method that does a few things very well and doesn't even try to 
> > > reproduce most of the auditory cues of, say, a live experience.
> > 
> > Correct, I like stereo, I don't like 5.1 and indeed stereo is very
> > limited, but with some training it's good to handle.
> > If ambisonics shouldn't have the disadvantages of 5.1 I might like it.
> 
> One crucial difference, please:
> 
> Ambisonics is a spatialization technique. 
> 
> So called "5.1" is just an arrangement of speakers. It is no more than
> that. What you don't like is the way the content creators are using that
> particular arrangement of speakers to render their music (or effects, or
> whatever). For that they use one or a selection of spatialization
> techniques of which Ambisonics is just one example - the subject is
> actually quite complex. I imagine most use just a variation of amplitude
> panning or something similar. For the same arrangement of speakers (5.1)
> you could use Ambisonics or any other technique. 
> 
> So, comparing Ambisonics and 5.1 is comparing apples with airplanes
> (oranges would be too close, they are both fruits). Very different
> things. 
> 
> -- Fernando

That gives me hope that I'm wrong about abilities of surround sound :).
If I'm mistaken, it will be a win for me :).

- Ralf

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-24 Thread Jörn Nettingsmeier

On 07/24/2010 10:45 AM, Ralf Mardorf wrote:

On Fri, 2010-07-23 at 10:02 -0700, Fernando Lopez-Lezcano wrote:

On Fri, 2010-07-23 at 08:51 +0200, Ralf Mardorf wrote:

On Fri, 2010-07-23 at 01:09 +0200, Jörn Nettingsmeier wrote:


one thing that often gets overlooked: people have learned to accept
stereo (or, in some circles, 5.1) as the gold standard, and its
shortcomings have grown into desired features. it's very hard to compete
with a method that does a few things very well and doesn't even try to
reproduce most of the auditory cues of, say, a live experience.


Correct, I like stereo, I don't like 5.1 and indeed stereo is very
limited, but with some training it's good to handle.
If ambisonics shouldn't have the disadvantages of 5.1 I might like it.


One crucial difference, please:

Ambisonics is a spatialization technique.

<...>

So, comparing Ambisonics and 5.1 is comparing apples with airplanes
(oranges would be too close, they are both fruits). Very different
things.


That gives me hope that I'm wrong about abilities of surround sound :).
If I'm mistaken, it will be a win for me :).


i'm soo happy that you benefit from this list. however, it would be very 
much appreciated if you wasted less of everyone else's INBOX space in 
the process.


at the risk of stating the obvious:
think first, then hit "send". your frequent followups to your own mails 
within a minute and the many non-sequiturs when you hijack other 
people's threads indicate that this concept might be new to you, which 
is why i mention it.
not that i'm not myself guilty of this once in a while (most everybody 
is, sometimes), but your posting track record stands out by an order of 
magnitude.


it is also considered socially more acceptable to initiate a learning 
process by asking carefully phrased questions, not by posting totally 
ignorant hypotheses that lack even the tiniest bit of factual support, 
and then caving in when people express their utter bewilderment and 
going all humble and oh how i want to broaden my horizon... that is 
funny once, but gets old pretty quick.


also, please fix your mailer settings to not cc: people personally, you 
can assume that everybody is reading the list mails.


i for one would really like to see fewer ralf mardorf mails in my inbox, 
and i have an inkling that many people share this sentiment. that 
doesn't mean you shouldn't join or start any discussion you like, but 
please pretty please stop wasting everybody's time and condense your 
thoughts.



no offense, only impact intended,


jörn

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-28 Thread JohnLM

On 2010.07.22. 16:45, Arnold Krille wrote:

On Thursday 22 July 2010 16:29:01 Chris Cannam wrote:

Question that just occurred to me.  I'm very ignorant about spatial
audio, and although I'm sure several of my colleagues could tell me
this, I thought it might be sort of on-topic here.  Is it possible, or
easy, or sensible, or worthwhile, to reduce a B-format recording into
stereo in multiple different ways in order to achieve different
subjective "listener position" results when using headphones?


It makes sense to reduce B-format to stereo.

But the target is important, if you aim at headphones, there are decoders that
create an binaural signal. If normal stereo-systems are the target, you will
do a decoding similar to any ambisonics setup but only use two speakers in the
correct stereo positions and decode to file...

The headphone-version gives more of the ambisonics feeling, but the normal
stereo signal also benefits from the recording done in ambisonics.


I've been studying process of spatialization a bit, and ambisonics 
figure in there quite a bit.
I was wondering if there is some "data loss" if I encode ambisonic 
format and then decode it to whatever "direct channel-to-speaker" format 
(stereo, 5.1, others) is needed, in stead of writing to different 
channels directly.


To make it a bit clearer: What difference would these methods cause?
1. Inputs -> B-format -> 5.1
or
2. Inputs -> 5.1

Simply first method allows me to concentrate making ambisonics only, and 
then use already existing decoders to create final output.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-28 Thread fons
On Wed, Jul 28, 2010 at 10:47:03PM +0200, JohnLM wrote:

> I've been studying process of spatialization a bit, and ambisonics
> figure in there quite a bit.
> I was wondering if there is some "data loss" if I encode ambisonic
> format and then decode it to whatever "direct channel-to-speaker"
> format (stereo, 5.1, others) is needed, in stead of writing to
> different channels directly.
> 
> To make it a bit clearer: What difference would these methods cause?
> 1. Inputs -> B-format -> 5.1
> or
> 2. Inputs -> 5.1
> 
> Simply first method allows me to concentrate making ambisonics only,
> and then use already existing decoders to create final output.

If you use 2nd order AMB and a good AMB->5.1 decoder the results
should be very good. The combimation AMB panner + AMB->5.1 decoder
is in fact a 5.1 panner, but quite a sophisticated one. You could
put one of theae in each channel, but since the second part is the
same for all it's more effficient to do it after the mixing, in
other words use an AMB mixing bus.

Compared to conventional 5.1 pairwise panning the result will be
more even, without emphasising the speaker locations as would be
the case otherwise. In other words, the sound will be much less
seem to originate in the speakers.

Ciao,

-- 
FA

There are three of them, and Alleline.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-28 Thread Arnold Krille
On Wednesday 28 July 2010 22:47:03 JohnLM wrote:
> To make it a bit clearer: What difference would these methods cause?
> 1. Inputs -> B-format -> 5.1
> or
> 2. Inputs -> 5.1
> Simply first method allows me to concentrate making ambisonics only, and
> then use already existing decoders to create final output.

Advantages of the first version: If you save the B-format, you can lossless 
transform the audio to binaural headphone, plain stereo, plain mono, 5.1, 7.1 
and all the other  zero or first order setups. And you can ship the B-format 
and have the listeners decode/downmix to what they want/need.

Advantages of the second version: Probably none. Apart from the sticker "mixed 
in 5.1"

Have fun,

Arnold


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-28 Thread Lorenzo

f...@kokkinizita.net wrote:

On Wed, Jul 28, 2010 at 10:47:03PM +0200, JohnLM wrote:

   

I've been studying process of spatialization a bit, and ambisonics
figure in there quite a bit.
I was wondering if there is some "data loss" if I encode ambisonic
format and then decode it to whatever "direct channel-to-speaker"
format (stereo, 5.1, others) is needed, in stead of writing to
different channels directly.

To make it a bit clearer: What difference would these methods cause?
1. Inputs ->  B-format ->  5.1
or
2. Inputs ->  5.1

Simply first method allows me to concentrate making ambisonics only,
and then use already existing decoders to create final output.
 

If you use 2nd order AMB and a good AMB->5.1 decoder the results
should be very good.
That's what I was referring to in my previous email on this subject, 
although I think we did the decoding "by hand" the result (from a mere 
subjective point of view was remarkable). What - empirically - struck me 
is that the 'sweet spot' seemed to be particularly big, that is if I 
moved off the centre I could still hear things pretty localised, as if 
you move in along the axis of a stage...


Lorenzo

The combimation AMB panner + AMB->5.1 decoder
is in fact a 5.1 panner, but quite a sophisticated one. You could
put one of theae in each channel, but since the second part is the
same for all it's more effficient to do it after the mixing, in
other words use an AMB mixing bus.

Compared to conventional 5.1 pairwise panning the result will be
more even, without emphasising the speaker locations as would be
the case otherwise. In other words, the sound will be much less
seem to originate in the speakers.

Ciao,

   

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread JohnLM

On 2010.07.28. 22:06, f...@kokkinizita.net wrote:

If you use 2nd order AMB and a good AMB->5.1 decoder the results
should be very good. The combimation AMB panner + AMB->5.1 decoder
is in fact a 5.1 panner, but quite a sophisticated one. You could
put one of theae in each channel, but since the second part is the
same for all it's more effficient to do it after the mixing, in
other words use an AMB mixing bus.

Compared to conventional 5.1 pairwise panning the result will be
more even, without emphasising the speaker locations as would be
the case otherwise. In other words, the sound will be much less
seem to originate in the speakers.


I stumbled on your own AMB-Plugins. :)
They seem to do pretty much what I need. Mono->B-Format panner provides 
only angle controls.
So from what I can understand, if I apply doppler effect, distance 
attenuation and other pre-process filters to a mono input and then push 
it through the panner plugin I get fairly correct representation of 
sound in 3D space. Right?


I failed to find anything discussing mixing in AMB. Can I just sum the 
channels of all sounds, like I would do it to any 
"direct-speaker-to-channel" formats?

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Jörn Nettingsmeier

john,

On 07/29/2010 02:35 PM, JohnLM wrote:

On 2010.07.28. 22:06, f...@kokkinizita.net wrote:


Compared to conventional 5.1 pairwise panning the result will be
more even, without emphasising the speaker locations as would be
the case otherwise. In other words, the sound will be much less
seem to originate in the speakers.


I stumbled on your own AMB-Plugins. :)
They seem to do pretty much what I need. Mono->B-Format panner provides
only angle controls.


yes. panning is only concerned with angle of incidence, whether in 
ambisonics, VBAP, or pair-wise stereo.



So from what I can understand, if I apply doppler effect, distance
attenuation and other pre-process filters to a mono input and then push
it through the panner plugin I get fairly correct representation of
sound in 3D space. Right?


depending on what you mean by "fairly correct", "representation", and 
"3D space" :-D


doppler would come into play only if you change the distance of the 
sound, not when you move it on the sphere, as the distance remains constant.


when you hand-craft distance cues, you should not expect wonders for 
sounds originating inside your sphere of speakers. travelling through 
the center quickly can be made to work, though.



I failed to find anything discussing mixing in AMB. Can I just sum the
channels of all sounds, like I would do it to any
"direct-speaker-to-channel" formats?


yes. that's a fundamental property of all linear systems, and 
independent of the signal representation.


i've written a little howto for ambi mixing in ardour a while ago, maybe 
you'll find it useful:

http://cec.concordia.ca/econtact/11_3/nettingsmeier_ambisonics.html
for lac2010, i tried to find out how ambisonic mixing can be applied to 
a pop production:

http://stackingdwarves.net/public_stuff/linux_audio/lac2010/Field%20Report-A_Pop_production_in_Ambisonics.pdf

best,

jörn

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Gene Heskett
On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:

> john,
> 
> On 07/29/2010 02:35 PM, JohnLM wrote:
> > On 2010.07.28. 22:06, f...@kokkinizita.net wrote:
> >> Compared to conventional 5.1 pairwise panning the result will be
> >> more even, without emphasising the speaker locations as would be
> >> the case otherwise. In other words, the sound will be much less
> >> seem to originate in the speakers.
> > 
> > I stumbled on your own AMB-Plugins. :)
> > They seem to do pretty much what I need. Mono->B-Format panner
> > provides only angle controls.
> 
> yes. panning is only concerned with angle of incidence, whether in
> ambisonics, VBAP, or pair-wise stereo.
> 
> > So from what I can understand, if I apply doppler effect, distance
> > attenuation and other pre-process filters to a mono input and then
> > push it through the panner plugin I get fairly correct representation
> > of sound in 3D space. Right?
> 
> depending on what you mean by "fairly correct", "representation", and
> "3D space" :-D
> 
> doppler would come into play only if you change the distance of the
> sound, not when you move it on the sphere, as the distance remains
> constant.

This use of 'doppler' I would call incorrect, because the doppler shift is 
a shift in the apparent frequency of the sound rising at it approaches, and 
decreasing as it leaves.  I'm sure you have a term for what you mean, but 
doppler isn't it.  That police officers radar gun measures your speed by 
listening to the echo from your vehicle, and comparing it to the signal its 
sending, which to simplify, results in a beat frequency which is exactly 
your speed if approaching or departing exactly to or from the radar guns 
position.  That is why it is often called doppler radar & the weather guys 
us it also.  Because they don't stand directly in front of you to take a 
reading, there is some small vector error in your favor.

Someone else was trying to describe the distance vs square law change in 
the apparent volumes.  So let me try from the broadcast engineering field to 
explain that better.   Imagine a point src of energy, be it light, sound, 
or other radiation such as a radio or tv signal.  Measured at distance x, 
you will get your reference signal, call it 0 db in this case.  Now, 
without changing anything else move your measuring instrument to a point 
that is now at a distance of 2x.  You don't get half the signal, but 1/4 of 
it, because the same energy that was hitting a square of any arbitrary 
measurement, say a square inch, has in addition to being spread twice as 
wide at distance 2x, it is also twice as high.  So the new reading will be 
-6 db compared to the original '0' db.

That is why we call it the square law.  The only way to get that back is to 
make the receptor itself 4 times bigger.  But while I have observed that 
there are quite wide variations in ears, I have not seen an individual with 
expandable ears (yet) :)

> when you hand-craft distance cues, you should not expect wonders for
> sounds originating inside your sphere of speakers. travelling through
> the center quickly can be made to work, though.
> 
> > I failed to find anything discussing mixing in AMB. Can I just sum the
> > channels of all sounds, like I would do it to any
> > "direct-speaker-to-channel" formats?
> 
> yes. that's a fundamental property of all linear systems, and
> independent of the signal representation.
> 
> i've written a little howto for ambi mixing in ardour a while ago, maybe
> you'll find it useful:
> http://cec.concordia.ca/econtact/11_3/nettingsmeier_ambisonics.html
> for lac2010, i tried to find out how ambisonic mixing can be applied to
> a pop production:
> http://stackingdwarves.net/public_stuff/linux_audio/lac2010/Field%20Repo
> rt-A_Pop_production_in_Ambisonics.pdf
> 
> best,
> 
> jörn
> 
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-- 
Cheers, Gene
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 soap, ballot, jury, and ammo. Please use in that order."
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread JohnLM

On 2010.07.29. 15:20, Gene Heskett wrote:

On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:


john,

On 07/29/2010 02:35 PM, JohnLM wrote:

So from what I can understand, if I apply doppler effect, distance
attenuation and other pre-process filters to a mono input and then
push it through the panner plugin I get fairly correct representation
of sound in 3D space. Right?


depending on what you mean by "fairly correct", "representation", and
"3D space" :-D

doppler would come into play only if you change the distance of the
sound, not when you move it on the sphere, as the distance remains
constant.


This use of 'doppler' I would call incorrect, because the doppler shift is
a shift in the apparent frequency of the sound rising at it approaches, and
decreasing as it leaves.  I'm sure you have a term for what you mean, but
doppler isn't it.  That police officers radar gun measures your speed by
listening to the echo from your vehicle, and comparing it to the signal its
sending, which to simplify, results in a beat frequency which is exactly
your speed if approaching or departing exactly to or from the radar guns
position.  That is why it is often called doppler radar&  the weather guys
us it also.  Because they don't stand directly in front of you to take a
reading, there is some small vector error in your favor.

Someone else was trying to describe the distance vs square law change in
the apparent volumes.  So let me try from the broadcast engineering field to
explain that better.   Imagine a point src of energy, be it light, sound,
or other radiation such as a radio or tv signal.  Measured at distance x,
you will get your reference signal, call it 0 db in this case.  Now,
without changing anything else move your measuring instrument to a point
that is now at a distance of 2x.  You don't get half the signal, but 1/4 of
it, because the same energy that was hitting a square of any arbitrary
measurement, say a square inch, has in addition to being spread twice as
wide at distance 2x, it is also twice as high.  So the new reading will be
-6 db compared to the original '0' db.

That is why we call it the square law.  The only way to get that back is to
make the receptor itself 4 times bigger.  But while I have observed that
there are quite wide variations in ears, I have not seen an individual with
expandable ears (yet) :)


when you hand-craft distance cues, you should not expect wonders for
sounds originating inside your sphere of speakers. travelling through
the center quickly can be made to work, though.


I am fairly sure 'doppler' *is* what I meant. I work on spatialization 
project where sound sources can and will move around on arbitary 
trajectories in virtual space.


Well as for 'distance law'. Microphone receives and registers sound 
pressure instead of sound intensity.


intensity != pressure
intensity ~ pressure^2

While true that energy at 2x distance is 1/4, the pressure excerted is 
1/2 neverheless (pressure value is independent of area - i.e. it uses 
constant nominal area).

So you end up with a linear correlation instead of square one.

pressure ~ 1/distance
intensity ~ 1/distance^2

There is also the thing with acoustic impendance. For simplicity I 
didn't include it into "equations" and that's the reason they're not 
equalities, but are proportionalities.




I failed to find anything discussing mixing in AMB. Can I just sum the
channels of all sounds, like I would do it to any
"direct-speaker-to-channel" formats?


yes. that's a fundamental property of all linear systems, and
independent of the signal representation.

i've written a little howto for ambi mixing in ardour a while ago, maybe
you'll find it useful:
http://cec.concordia.ca/econtact/11_3/nettingsmeier_ambisonics.html
for lac2010, i tried to find out how ambisonic mixing can be applied to
a pop production:
http://stackingdwarves.net/public_stuff/linux_audio/lac2010/Field%20Repo
rt-A_Pop_production_in_Ambisonics.pdf

best,

jörn



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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Ralf Mardorf
On Thu, 2010-07-29 at 17:01 +0200, JohnLM wrote:
> On 2010.07.29. 15:20, Gene Heskett wrote:
> > On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:
> >
> >> john,
> >>
> >> On 07/29/2010 02:35 PM, JohnLM wrote:
> >>> So from what I can understand, if I apply doppler effect, distance
> >>> attenuation and other pre-process filters to a mono input and then
> >>> push it through the panner plugin I get fairly correct representation
> >>> of sound in 3D space. Right?
> >>
> >> depending on what you mean by "fairly correct", "representation", and
> >> "3D space" :-D
> >>
> >> doppler would come into play only if you change the distance of the
> >> sound, not when you move it on the sphere, as the distance remains
> >> constant.
> >
> > This use of 'doppler' I would call incorrect, because the doppler shift is
> > a shift in the apparent frequency of the sound rising at it approaches, and
> > decreasing as it leaves.  I'm sure you have a term for what you mean, but
> > doppler isn't it.  That police officers radar gun measures your speed by
> > listening to the echo from your vehicle, and comparing it to the signal its
> > sending, which to simplify, results in a beat frequency which is exactly
> > your speed if approaching or departing exactly to or from the radar guns
> > position.  That is why it is often called doppler radar&  the weather guys
> > us it also.  Because they don't stand directly in front of you to take a
> > reading, there is some small vector error in your favor.
> >
> > Someone else was trying to describe the distance vs square law change in
> > the apparent volumes.  So let me try from the broadcast engineering field to
> > explain that better.   Imagine a point src of energy, be it light, sound,
> > or other radiation such as a radio or tv signal.  Measured at distance x,
> > you will get your reference signal, call it 0 db in this case.  Now,
> > without changing anything else move your measuring instrument to a point
> > that is now at a distance of 2x.  You don't get half the signal, but 1/4 of
> > it, because the same energy that was hitting a square of any arbitrary
> > measurement, say a square inch, has in addition to being spread twice as
> > wide at distance 2x, it is also twice as high.  So the new reading will be
> > -6 db compared to the original '0' db.
> >
> > That is why we call it the square law.  The only way to get that back is to
> > make the receptor itself 4 times bigger.  But while I have observed that
> > there are quite wide variations in ears, I have not seen an individual with
> > expandable ears (yet) :)
> >
> >> when you hand-craft distance cues, you should not expect wonders for
> >> sounds originating inside your sphere of speakers. travelling through
> >> the center quickly can be made to work, though.
> 
> I am fairly sure 'doppler' *is* what I meant.

You notice a Doppler effect? So your speakers are far apart from each
other, while you are moving very fast from one speaker to the other?
Nothing else is called the Doppler effect.
There might be a sound similar or equal to a Doppler effect, but of
course using this term is bad.

> I work on spatialization 
> project where sound sources can and will move around on arbitary 
> trajectories in virtual space.
> 
> Well as for 'distance law'. Microphone receives and registers sound 
> pressure instead of sound intensity.
> 
> intensity != pressure
> intensity ~ pressure^2
> 
> While true that energy at 2x distance is 1/4, the pressure excerted is 
> 1/2 neverheless (pressure value is independent of area - i.e. it uses 
> constant nominal area).
> So you end up with a linear correlation instead of square one.
> 
> pressure ~ 1/distance
> intensity ~ 1/distance^2
> 
> There is also the thing with acoustic impendance. For simplicity I 
> didn't include it into "equations" and that's the reason they're not 
> equalities, but are proportionalities.
> 
> 
> >>> I failed to find anything discussing mixing in AMB. Can I just sum the
> >>> channels of all sounds, like I would do it to any
> >>> "direct-speaker-to-channel" formats?
> >>
> >> yes. that's a fundamental property of all linear systems, and
> >> independent of the signal representation.
> >>
> >> i've written a little howto for ambi mixing in ardour a while ago, maybe
> >> you'll find it useful:
> >> http://cec.concordia.ca/econtact/11_3/nettingsmeier_ambisonics.html
> >> for lac2010, i tried to find out how ambisonic mixing can be applied to
> >> a pop production:
> >> http://stackingdwarves.net/public_stuff/linux_audio/lac2010/Field%20Repo
> >> rt-A_Pop_production_in_Ambisonics.pdf
> >>
> >> best,
> >>
> >> jörn
> 
> 
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Ralf Mardorf
On Thu, 2010-07-29 at 17:01 +0200, JohnLM wrote:
> On 2010.07.29. 15:20, Gene Heskett wrote:
> > On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:
> >
> >> john,
> >>
> >> On 07/29/2010 02:35 PM, JohnLM wrote:
> >>> So from what I can understand, if I apply doppler effect, distance
> >>> attenuation and other pre-process filters to a mono input and then
> >>> push it through the panner plugin I get fairly correct representation
> >>> of sound in 3D space. Right?
> >>
> >> depending on what you mean by "fairly correct", "representation", and
> >> "3D space" :-D
> >>
> >> doppler would come into play only if you change the distance of the
> >> sound, not when you move it on the sphere, as the distance remains
> >> constant.
> >
> > This use of 'doppler' I would call incorrect, because the doppler shift is
> > a shift in the apparent frequency of the sound rising at it approaches, and
> > decreasing as it leaves.  I'm sure you have a term for what you mean, but
> > doppler isn't it.  That police officers radar gun measures your speed by
> > listening to the echo from your vehicle, and comparing it to the signal its
> > sending, which to simplify, results in a beat frequency which is exactly
> > your speed if approaching or departing exactly to or from the radar guns
> > position.  That is why it is often called doppler radar&  the weather guys
> > us it also.  Because they don't stand directly in front of you to take a
> > reading, there is some small vector error in your favor.
> >
> > Someone else was trying to describe the distance vs square law change in
> > the apparent volumes.  So let me try from the broadcast engineering field to
> > explain that better.   Imagine a point src of energy, be it light, sound,
> > or other radiation such as a radio or tv signal.  Measured at distance x,
> > you will get your reference signal, call it 0 db in this case.  Now,
> > without changing anything else move your measuring instrument to a point
> > that is now at a distance of 2x.  You don't get half the signal, but 1/4 of
> > it, because the same energy that was hitting a square of any arbitrary
> > measurement, say a square inch, has in addition to being spread twice as
> > wide at distance 2x, it is also twice as high.  So the new reading will be
> > -6 db compared to the original '0' db.
> >
> > That is why we call it the square law.  The only way to get that back is to
> > make the receptor itself 4 times bigger.  But while I have observed that
> > there are quite wide variations in ears, I have not seen an individual with
> > expandable ears (yet) :)
> >
> >> when you hand-craft distance cues, you should not expect wonders for
> >> sounds originating inside your sphere of speakers. travelling through
> >> the center quickly can be made to work, though.
> 
> I am fairly sure 'doppler' *is* what I meant. I work on spatialization 
> project where sound sources can and will move around on arbitary 
> trajectories in virtual space.
> 
> Well as for 'distance law'. Microphone receives and registers sound 
> pressure instead of sound intensity.
> 
> intensity != pressure
> intensity ~ pressure^2
> 
> While true that energy at 2x distance is 1/4, the pressure excerted is 
> 1/2 neverheless (pressure value is independent of area - i.e. it uses 
> constant nominal area).
> So you end up with a linear correlation instead of square one.
> 
> pressure ~ 1/distance
> intensity ~ 1/distance^2
> 
> There is also the thing with acoustic impendance. For simplicity I 
> didn't include it into "equations" and that's the reason they're not 
> equalities, but are proportionalities.
> 
> 
> >>> I failed to find anything discussing mixing in AMB. Can I just sum the
> >>> channels of all sounds, like I would do it to any
> >>> "direct-speaker-to-channel" formats?
> >>
> >> yes. that's a fundamental property of all linear systems, and
> >> independent of the signal representation.
> >>
> >> i've written a little howto for ambi mixing in ardour a while ago, maybe
> >> you'll find it useful:
> >> http://cec.concordia.ca/econtact/11_3/nettingsmeier_ambisonics.html
> >> for lac2010, i tried to find out how ambisonic mixing can be applied to
> >> a pop production:
> >> http://stackingdwarves.net/public_stuff/linux_audio/lac2010/Field%20Repo
> >> rt-A_Pop_production_in_Ambisonics.pdf
> >>
> >> best,
> >>
> >> jörn
> 
> 
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When I'm in the cinema I sometimes notice unbearable phasing, while a
sound is panned from one 2D position to the other, this isn't a Doppler
effect, but an issue regarding to transit time or something else. IMO
out of phase vs detune.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Gene Heskett
On Thursday, July 29, 2010 11:02:19 am Ralf Mardorf did opine:
[...]
> When I'm in the cinema I sometimes notice unbearable phasing, while a
> sound is panned from one 2D position to the other, this isn't a Doppler
> effect, but an issue regarding to transit time or something else. IMO
> out of phase vs detune.

This I expect, would be an artifact of the usual pan pot, precisely because 
that pan pot doesn't also put in the phase shifts one normally hears in the 
real world.  For that reason alone, I detest the use of the pan pot on a 
dynamic basis as an audio editing tool.  It simply doesn't do it all, 
whereas the moving source does.

-- 
Cheers, Gene
"There are four boxes to be used in defense of liberty:
 soap, ballot, jury, and ammo. Please use in that order."
-Ed Howdershelt (Author)
Everything should be built top-down, except the first time.
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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Ralf Mardorf
On Thu, 2010-07-29 at 11:05 -0400, Gene Heskett wrote:
> On Thursday, July 29, 2010 11:02:19 am Ralf Mardorf did opine:
> [...]
> > When I'm in the cinema I sometimes notice unbearable phasing, while a
> > sound is panned from one 2D position to the other, this isn't a Doppler
> > effect, but an issue regarding to transit time or something else. IMO
> > out of phase vs detune.
> 
> This I expect, would be an artifact of the usual pan pot, precisely because 
> that pan pot doesn't also put in the phase shifts one normally hears in the 
> real world.  For that reason alone, I detest the use of the pan pot on a 
> dynamic basis as an audio editing tool.  It simply doesn't do it all, 
> whereas the moving source does.
> 

One of the best mixed recordings I know is THE CRY OF LOVE (J. Hendrix),
but unfortunately they did some very annoying pannings (for stereo
only).


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Fernando Lopez-Lezcano
On Thu, 2010-07-29 at 16:14 +0200, Ralf Mardorf wrote:
> On Thu, 2010-07-29 at 17:01 +0200, JohnLM wrote:
> > On 2010.07.29. 15:20, Gene Heskett wrote:
> > > On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:
> > >
> > >> john,
> > >>
> > >> On 07/29/2010 02:35 PM, JohnLM wrote:
> > >>> So from what I can understand, if I apply doppler effect, distance
> > >>> attenuation and other pre-process filters to a mono input and then
> > >>> push it through the panner plugin I get fairly correct representation
> > >>> of sound in 3D space. Right?
> > >>
> > >> depending on what you mean by "fairly correct", "representation", and
> > >> "3D space" :-D
> > >>
> > >> doppler would come into play only if you change the distance of the
> > >> sound, not when you move it on the sphere, as the distance remains
> > >> constant.
> > >
> > > This use of 'doppler' I would call incorrect, because the doppler shift is
> > > a shift in the apparent frequency of the sound rising at it approaches, 
> > > and
> > > decreasing as it leaves.  I'm sure you have a term for what you mean, but
> > > doppler isn't it.  That police officers radar gun measures your speed by
> > > listening to the echo from your vehicle, and comparing it to the signal 
> > > its
> > > sending, which to simplify, results in a beat frequency which is exactly
> > > your speed if approaching or departing exactly to or from the radar guns
> > > position.  That is why it is often called doppler radar&  the weather guys
> > > us it also.  Because they don't stand directly in front of you to take a
> > > reading, there is some small vector error in your favor.
> > >
> > >...
> > >
> > > That is why we call it the square law.  The only way to get that back is 
> > > to
> > > make the receptor itself 4 times bigger.  But while I have observed that
> > > there are quite wide variations in ears, I have not seen an individual 
> > > with
> > > expandable ears (yet) :)
> > >
> > >> when you hand-craft distance cues, you should not expect wonders for
> > >> sounds originating inside your sphere of speakers. travelling through
> > >> the center quickly can be made to work, though.
> > 
> > I am fairly sure 'doppler' *is* what I meant.
> 
> You notice a Doppler effect? So your speakers are far apart from each
> other, while you are moving very fast from one speaker to the other?
> Nothing else is called the Doppler effect.
> There might be a sound similar or equal to a Doppler effect, but of
> course using this term is bad.

You don't understand. 

The previous posters are talking about _simulating_ moving sound
sources. So you, the listener, stay in place, and the composer or sound
artist is crafting cues for you that will simulate the movement of
sources around you. If those sources move towards or away from you (ie:
have a radial component of the velocity vector) then you should simulate
the doppler effect they would have if they were real objects. It is a
very powerful cue. 

So, yes, it is doppler and no, use of the term is not bad or incorrect. 

-- Fernando

PS: for example, read:
  https://ccrma.stanford.edu/courses/220a-fall-2001/chowning.pdf
  http://www.dxarts.washington.edu/courses/567/08WIN/chowning.pdf


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Ralf Mardorf
On Thu, 2010-07-29 at 10:00 -0700, Fernando Lopez-Lezcano wrote:
> On Thu, 2010-07-29 at 16:14 +0200, Ralf Mardorf wrote:
> > On Thu, 2010-07-29 at 17:01 +0200, JohnLM wrote:
> > > On 2010.07.29. 15:20, Gene Heskett wrote:
> > > > On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:
> > > >
> > > >> john,
> > > >>
> > > >> On 07/29/2010 02:35 PM, JohnLM wrote:
> > > >>> So from what I can understand, if I apply doppler effect, distance
> > > >>> attenuation and other pre-process filters to a mono input and then
> > > >>> push it through the panner plugin I get fairly correct representation
> > > >>> of sound in 3D space. Right?
> > > >>
> > > >> depending on what you mean by "fairly correct", "representation", and
> > > >> "3D space" :-D
> > > >>
> > > >> doppler would come into play only if you change the distance of the
> > > >> sound, not when you move it on the sphere, as the distance remains
> > > >> constant.
> > > >
> > > > This use of 'doppler' I would call incorrect, because the doppler shift 
> > > > is
> > > > a shift in the apparent frequency of the sound rising at it approaches, 
> > > > and
> > > > decreasing as it leaves.  I'm sure you have a term for what you mean, 
> > > > but
> > > > doppler isn't it.  That police officers radar gun measures your speed by
> > > > listening to the echo from your vehicle, and comparing it to the signal 
> > > > its
> > > > sending, which to simplify, results in a beat frequency which is exactly
> > > > your speed if approaching or departing exactly to or from the radar guns
> > > > position.  That is why it is often called doppler radar&  the weather 
> > > > guys
> > > > us it also.  Because they don't stand directly in front of you to take a
> > > > reading, there is some small vector error in your favor.
> > > >
> > > >...
> > > >
> > > > That is why we call it the square law.  The only way to get that back 
> > > > is to
> > > > make the receptor itself 4 times bigger.  But while I have observed that
> > > > there are quite wide variations in ears, I have not seen an individual 
> > > > with
> > > > expandable ears (yet) :)
> > > >
> > > >> when you hand-craft distance cues, you should not expect wonders for
> > > >> sounds originating inside your sphere of speakers. travelling through
> > > >> the center quickly can be made to work, though.
> > > 
> > > I am fairly sure 'doppler' *is* what I meant.
> > 
> > You notice a Doppler effect? So your speakers are far apart from each
> > other, while you are moving very fast from one speaker to the other?
> > Nothing else is called the Doppler effect.
> > There might be a sound similar or equal to a Doppler effect, but of
> > course using this term is bad.
> 
> You don't understand. 
> 
> The previous posters are talking about _simulating_ moving sound
> sources. So you, the listener, stay in place, and the composer or sound
> artist is crafting cues for you that will simulate the movement of
> sources around you. If those sources move towards or away from you (ie:
> have a radial component of the velocity vector) then you should simulate
> the doppler effect they would have if they were real objects. It is a
> very powerful cue. 
> 
> So, yes, it is doppler and no, use of the term is not bad or incorrect. 
> 
> -- Fernando
> 
> PS: for example, read:
>   https://ccrma.stanford.edu/courses/220a-fall-2001/chowning.pdf
>   http://www.dxarts.washington.edu/courses/567/08WIN/chowning.pdf

At the moment I'll don't read the links, I'll do it another time (ASAP).

I guess it was Jörn, who FIRST said "doppler would come into play only
if you change the distance of the sound, not when you move it on the
sphere, as the distance remains constant."

And I do agree.

So, for stereo only (or even 'complete' 2D), we do have at least effect
of; the 'loudness is the same for all stereo positions' and 'loudness
will increase when going near to the centre ', regarding to the mixing
console, when using the pan pot.

And we also could have some kind of 'out of phase' effect.

But a Doppler effect would cause an audible detune effect.

As far as I guess to understand it, Doppler is completely out of
importance.

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Ralf Mardorf
On Thu, 2010-07-29 at 10:00 -0700, Fernando Lopez-Lezcano wrote:
> On Thu, 2010-07-29 at 16:14 +0200, Ralf Mardorf wrote:
> > On Thu, 2010-07-29 at 17:01 +0200, JohnLM wrote:
> > > On 2010.07.29. 15:20, Gene Heskett wrote:
> > > > On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:
> > > >
> > > >> john,
> > > >>
> > > >> On 07/29/2010 02:35 PM, JohnLM wrote:
> > > >>> So from what I can understand, if I apply doppler effect, distance
> > > >>> attenuation and other pre-process filters to a mono input and then
> > > >>> push it through the panner plugin I get fairly correct representation
> > > >>> of sound in 3D space. Right?
> > > >>
> > > >> depending on what you mean by "fairly correct", "representation", and
> > > >> "3D space" :-D
> > > >>
> > > >> doppler would come into play only if you change the distance of the
> > > >> sound, not when you move it on the sphere, as the distance remains
> > > >> constant.
> > > >
> > > > This use of 'doppler' I would call incorrect, because the doppler shift 
> > > > is
> > > > a shift in the apparent frequency of the sound rising at it approaches, 
> > > > and
> > > > decreasing as it leaves.  I'm sure you have a term for what you mean, 
> > > > but
> > > > doppler isn't it.  That police officers radar gun measures your speed by
> > > > listening to the echo from your vehicle, and comparing it to the signal 
> > > > its
> > > > sending, which to simplify, results in a beat frequency which is exactly
> > > > your speed if approaching or departing exactly to or from the radar guns
> > > > position.  That is why it is often called doppler radar&  the weather 
> > > > guys
> > > > us it also.  Because they don't stand directly in front of you to take a
> > > > reading, there is some small vector error in your favor.
> > > >
> > > >...
> > > >
> > > > That is why we call it the square law.  The only way to get that back 
> > > > is to
> > > > make the receptor itself 4 times bigger.  But while I have observed that
> > > > there are quite wide variations in ears, I have not seen an individual 
> > > > with
> > > > expandable ears (yet) :)
> > > >
> > > >> when you hand-craft distance cues, you should not expect wonders for
> > > >> sounds originating inside your sphere of speakers. travelling through
> > > >> the center quickly can be made to work, though.
> > > 
> > > I am fairly sure 'doppler' *is* what I meant.
> > 
> > You notice a Doppler effect? So your speakers are far apart from each
> > other, while you are moving very fast from one speaker to the other?
> > Nothing else is called the Doppler effect.
> > There might be a sound similar or equal to a Doppler effect, but of
> > course using this term is bad.
> 
> You don't understand. 
> 
> The previous posters are talking about _simulating_ moving sound
> sources. So you, the listener, stay in place, and the composer or sound
> artist is crafting cues for you that will simulate the movement of
> sources around you. If those sources move towards or away from you (ie:
> have a radial component of the velocity vector) then you should simulate
> the doppler effect they would have if they were real objects. It is a
> very powerful cue. 
> 
> So, yes, it is doppler and no, use of the term is not bad or incorrect. 
> 
> -- Fernando
> 
> PS: for example, read:
>   https://ccrma.stanford.edu/courses/220a-fall-2001/chowning.pdf
>   http://www.dxarts.washington.edu/courses/567/08WIN/chowning.pdf
> 
> 

Sorry, you could be right, if you aren't talking about 'realworld'
recordings, but about movements by virtual sources.

E.g. the 'virtual ambulance' is driving very fast ... not a recording,
but a virtual setup.

Interesting :).

Ralf

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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Ralf Mardorf
On Thu, 2010-07-29 at 19:32 +0200, Ralf Mardorf wrote:
> On Thu, 2010-07-29 at 10:00 -0700, Fernando Lopez-Lezcano wrote:
> > On Thu, 2010-07-29 at 16:14 +0200, Ralf Mardorf wrote:
> > > On Thu, 2010-07-29 at 17:01 +0200, JohnLM wrote:
> > > > On 2010.07.29. 15:20, Gene Heskett wrote:
> > > > > On Thursday, July 29, 2010 08:52:04 am Jörn Nettingsmeier did opine:
> > > > >
> > > > >> john,
> > > > >>
> > > > >> On 07/29/2010 02:35 PM, JohnLM wrote:
> > > > >>> So from what I can understand, if I apply doppler effect, distance
> > > > >>> attenuation and other pre-process filters to a mono input and then
> > > > >>> push it through the panner plugin I get fairly correct 
> > > > >>> representation
> > > > >>> of sound in 3D space. Right?
> > > > >>
> > > > >> depending on what you mean by "fairly correct", "representation", and
> > > > >> "3D space" :-D
> > > > >>
> > > > >> doppler would come into play only if you change the distance of the
> > > > >> sound, not when you move it on the sphere, as the distance remains
> > > > >> constant.
> > > > >
> > > > > This use of 'doppler' I would call incorrect, because the doppler 
> > > > > shift is
> > > > > a shift in the apparent frequency of the sound rising at it 
> > > > > approaches, and
> > > > > decreasing as it leaves.  I'm sure you have a term for what you mean, 
> > > > > but
> > > > > doppler isn't it.  That police officers radar gun measures your speed 
> > > > > by
> > > > > listening to the echo from your vehicle, and comparing it to the 
> > > > > signal its
> > > > > sending, which to simplify, results in a beat frequency which is 
> > > > > exactly
> > > > > your speed if approaching or departing exactly to or from the radar 
> > > > > guns
> > > > > position.  That is why it is often called doppler radar&  the weather 
> > > > > guys
> > > > > us it also.  Because they don't stand directly in front of you to 
> > > > > take a
> > > > > reading, there is some small vector error in your favor.
> > > > >
> > > > >...
> > > > >
> > > > > That is why we call it the square law.  The only way to get that back 
> > > > > is to
> > > > > make the receptor itself 4 times bigger.  But while I have observed 
> > > > > that
> > > > > there are quite wide variations in ears, I have not seen an 
> > > > > individual with
> > > > > expandable ears (yet) :)
> > > > >
> > > > >> when you hand-craft distance cues, you should not expect wonders for
> > > > >> sounds originating inside your sphere of speakers. travelling through
> > > > >> the center quickly can be made to work, though.
> > > > 
> > > > I am fairly sure 'doppler' *is* what I meant.
> > > 
> > > You notice a Doppler effect? So your speakers are far apart from each
> > > other, while you are moving very fast from one speaker to the other?
> > > Nothing else is called the Doppler effect.
> > > There might be a sound similar or equal to a Doppler effect, but of
> > > course using this term is bad.
> > 
> > You don't understand. 
> > 
> > The previous posters are talking about _simulating_ moving sound
> > sources. So you, the listener, stay in place, and the composer or sound
> > artist is crafting cues for you that will simulate the movement of
> > sources around you. If those sources move towards or away from you (ie:
> > have a radial component of the velocity vector) then you should simulate
> > the doppler effect they would have if they were real objects. It is a
> > very powerful cue. 
> > 
> > So, yes, it is doppler and no, use of the term is not bad or incorrect. 
> > 
> > -- Fernando
> > 
> > PS: for example, read:
> >   https://ccrma.stanford.edu/courses/220a-fall-2001/chowning.pdf
> >   http://www.dxarts.washington.edu/courses/567/08WIN/chowning.pdf
> > 
> > 
> 
> Sorry, you could be right, if you aren't talking about 'realworld'
> recordings, but about movements by virtual sources.
> 
> E.g. the 'virtual ambulance' is driving very fast ... not a recording,
> but a virtual setup.
> 
> Interesting :).
> 
> Ralf

PS to the German speaking people (perhaps understandable on English
too):

Imagine that you don't record the "TatüTata" of the police car, but you
have got a sampled sound of this noise and you wish to move it by using
a pan pot.

We would miss the Doppler effect :D.


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Re: [LAD] Attenuation of sounds in 3D space

2010-07-29 Thread Philipp Überbacher
Excerpts from Ralf Mardorf's message of 2010-07-29 19:43:36 +0200:
> On Thu, 2010-07-29 at 19:32 +0200, Ralf Mardorf wrote:
> > Sorry, you could be right, if you aren't talking about 'realworld'
> > recordings, but about movements by virtual sources.
> > 
> > E.g. the 'virtual ambulance' is driving very fast ... not a recording,
> > but a virtual setup.
> > 
> > Interesting :).
> > 
> > Ralf
> 
> PS to the German speaking people (perhaps understandable on English
> too):
> 
> Imagine that you don't record the "TatüTata" of the police car, but you
> have got a sampled sound of this noise and you wish to move it by using
> a pan pot.
> 
> We would miss the Doppler effect :D.

Reminds me of something that came out of playing with lmms a long time
ago.
http://download.murks.lima-city.de/kickerV005.mp3
-- 
Philipp

--
"Wir stehen selbst enttäuscht und sehn betroffen / Den Vorhang zu
und alle Fragen offen." Bertolt Brecht, Der gute Mensch von Sezuan

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