[Sursound] [OT] Audio material to sell

2014-01-08 Thread Daniel Arteaga

Hi all,

We have a list of audio and acoustics material to sell, some of it 
related to 3D audio. If you are interested in any of these please 
contact me privately.


* Core Audio microphone (A-format) + two-part foam windscreen
* Microflown intensimetry probe (including signal conditioner and sphere 
callibrator)

* BK Pulse Platform (including many components and microphones)
* Loudspeaker Genelec 1037 (with carrying case)
* Amplifier 5.1 Marantz SR 4003.

Sorry for the spam,

Daniel Arteaga


--
Daniel Arteaga

Scientific Director - Audio
Barcelona Media
Av. Diagonal 177, 08018 Barcelona
Tel: (+34) 932 381 400
http://www.barcelonamedia.org

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Re: [Sursound] Binaural Experiment

2014-01-08 Thread dw

I had a look, but I have a few problems..
I don't seem able to play 1a.
The test is not blind as the curious, like me, can see the file names in 
the source.

The Longcat eg.1b is the clear winner.
I cannot force myself to listen to that much filtered noise - it seems 
pointless and unpleasant!


I have converted one of your files from Soundcloud to binaural (2x2 
convolution with my Dummy head IRs):

https://www.dropbox.com/s/k1iyum6zosl6o70/Paul%20Dirks%20-%20Johnny%27s%20Sky%20binaural.mp3

Regards,
David.


On 07/01/2014 14:08, Paul Dirks wrote:

Dear All

I see the most interesting things passing by in this mailing list.
This made me decided to do my thesis about binaural localization.
I have made two experiments to test three different binaural panners 
and the accuracy of the localization.


1. New Audio Technology, Spatial Audio Designer
2. Longcat, H3D Binauralizer
3. Encoder: Daniel Courville, Solo2b2
Decoder: Harpex Ltd, Harpex-b

It would really help me if some of you would have 15min for this 
experiment for the links below.
In the first one i ask the rate in the localization is good/bad in the 
second one i aks the fill in

were the sound is percieved.

http://www.surveygizmo.com/s3/1489998/Binaural-Localization-Experiment-1 
(10 min)
http://www.surveygizmo.com/s3/1488686/Binaural-Localization-Experiment-2 
(15 min)


All thanks for your time and you will see hear more from me in the 
mailing list

Because we all same a nice and interesting subject.

With Kind Regards, Paul Dirks



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Re: [Sursound] Binaural Experiment

2014-01-08 Thread Paul Dirks

Hey David

Thanks for your time. The survey loads some files very slow this is why 
the were not present.

Not sure if Longcat is going to win, Harpex seems to do is the best
When i listend i thought New Audio was the best.
It's idd unpleasant next time i will take some other samples.

and thanks for the file.

gr Paul


--
Paul Dirks Music (Audio Engineer  Dj)

T: 31+ 6 18691987
M: i...@pauldirksmusic.com
W: www.pauldirksmusic.com
s: https://soundcloud.com/pauldirks (Dj)
s: https://soundcloud.com/pauldirksmusic (Audio Engineer)

dw schreef op 2014-01-08 16:39:

I had a look, but I have a few problems..
I don't seem able to play 1a.
The test is not blind as the curious, like me, can see the file names
in the source.
The Longcat eg.1b is the clear winner.
I cannot force myself to listen to that much filtered noise - it
seems pointless and unpleasant!

I have converted one of your files from Soundcloud to binaural (2x2
convolution with my Dummy head IRs):

https://www.dropbox.com/s/k1iyum6zosl6o70/Paul%20Dirks%20-%20Johnny%27s%20Sky%20binaural.mp3

Regards,
David.


On 07/01/2014 14:08, Paul Dirks wrote:

Dear All

I see the most interesting things passing by in this mailing list.
This made me decided to do my thesis about binaural localization.
I have made two experiments to test three different binaural panners 
and the accuracy of the localization.


1. New Audio Technology, Spatial Audio Designer
2. Longcat, H3D Binauralizer
3. Encoder: Daniel Courville, Solo2b2
Decoder: Harpex Ltd, Harpex-b

It would really help me if some of you would have 15min for this 
experiment for the links below.
In the first one i ask the rate in the localization is good/bad in 
the second one i aks the fill in

were the sound is percieved.


http://www.surveygizmo.com/s3/1489998/Binaural-Localization-Experiment-1 
(10 min)


http://www.surveygizmo.com/s3/1488686/Binaural-Localization-Experiment-2 
(15 min)


All thanks for your time and you will see hear more from me in the 
mailing list

Because we all same a nice and interesting subject.

With Kind Regards, Paul Dirks



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Re: [Sursound] Binaural Experiment

2014-01-08 Thread dw
I had a similar problem with the BBC's efforts: 
http://www.bbc.co.uk/blogs/radio3/2011/12/the-festival-of-nine-lessons-and-carols-in-surround-sound.shtml


In that case I could not dowload them and switch quickly between 
versions. All that I could usefully say is that they all sounded bad, 
and I could not determine which was worst! A bit like voting in an 
election..


I have a problem with band-filtered noise. I don't think it tell you 
anything very useful, as the results are only applicable to 
band-filtered noise, and often anechoic HRTFS are used too, this means 
it has zero relevance in everyday situations. Science! What can you do 
with it!


I liked your voice, music and recording, although I am not a great Cash fan!



On 08/01/2014 16:45, Paul Dirks wrote:

Hey David

Thanks for your time. The survey loads some files very slow this is 
why the were not present.

Not sure if Longcat is going to win, Harpex seems to do is the best
When i listend i thought New Audio was the best.
It's idd unpleasant next time i will take some other samples.

and thanks for the file.

gr Paul




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Re: [Sursound] Binaural Experiment

2014-01-08 Thread Fons Adriaensen
On Wed, Jan 08, 2014 at 05:19:53PM +, dw wrote:

 I have a problem with band-filtered noise. I don't think it tell you
 anything very useful, as the results are only applicable to
 band-filtered noise, and often anechoic HRTFS are used too, this
 means it has zero relevance in everyday situations. Science! What
 can you do with it!

Band-filtered noise can reveal how performance depends on requency
range. 

In this test there is a serious problem: all the filtered noise
examples have wideband transients at the start and end. This could
completely invalidate the results. For example it could very well
be that the transients can be located well but the noise itself
not. To avoid that they'd need a short fade-in/out instead of being
switched on and off.

Apart from that, I found all three systems sounded rather horrible.

Ciao,

-- 
FA

A world of exhaustive, reliable metadata would be an utopia.
It's also a pipe-dream, founded on self-delusion, nerd hubris
and hysterically inflated market opportunities. (Cory Doctorow)

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Re: [Sursound] Binaural Experiment

2014-01-08 Thread dw

On 08/01/2014 17:29, Fons Adriaensen wrote:

On Wed, Jan 08, 2014 at 05:19:53PM +, dw wrote:


I have a problem with band-filtered noise. I don't think it tell you
anything very useful, as the results are only applicable to
band-filtered noise, and often anechoic HRTFS are used too, this
means it has zero relevance in everyday situations. Science! What
can you do with it!

Band-filtered noise can reveal how performance depends on requency
range.

In this test there is a serious problem: all the filtered noise
examples have wideband transients at the start and end. This could
completely invalidate the results. For example it could very well
be that the transients can be located well but the noise itself
not. To avoid that they'd need a short fade-in/out instead of being
switched on and off.
Agreed. I was not sure whether the glitches were my end, due streaming 
or something.


Apart from that, I found all three systems sounded rather horrible.
Agreed.  There was a lot of colouration, and audible reverb without much 
distance, on some, Also you can't really determine direction when sounds 
are close to the head.


Ciao,



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[Sursound] Proposal for a (relatively) simple FOA/HOA standard. Request for comments!

2014-01-08 Thread Stefan Schreiber
) formats...






IV. Improved binaural representation via headphones

Note that headphones with HT chips and motion-corrected  binaural 
playback of surround sound (including 3D audio)  could easily be 
realized, with available and actually quite affordable chips.


Oculus Rift is the direct example for this, as this is a full (and 
certainly more complex) VR and gaming device.


http://worthplaying.com/event/E3_2013/PostE3_2013/89888/

In its current state, the Oculus Rift is an amazing piece of work, and 
after decades of dealing with VR technology, it seems that we may 
finally see a VR unit that is going to get it right.



Wikipedia writes about the Oculus Rift motion-tracking:

Initial prototypes used a Hillcrest 3DoF head tracker that is normally 
120 Hz, with a special firmware that John Carmack requested which makes 
it run at 250 Hz, tracker latency being vital due to the dependency of 
virtual reality's realism on response time. The latest version includes 
Oculus' new 1000 Hz Adjacent Reality Tracker that will allow for much 
lower latency tracking than almost any other tracker. It uses a 
combination of 3-axis gyros, accelerometers, and magnetometers, which 
make it capable of absolute (relative to earth) head orientation 
tracking without drift.[20][25]



Now, apply the same or similar HT silicon (which is already very 
affordable) to HT/motion-tracking headphones...  (I could give some 
detailled recommendations how to do this, but this is also one of the 
next steps... Nice to see that at least the video and gaming people have 
kept some sense for cool technology and seemingly weird ideas, so to 
speak. How many motion updates per second would a fluent head-tracking 
binaural decoder/decoding program actually requiere? Ye Ambisonics 
experts, what do you think or better know?!
You would have to decode some UHJ/.AMB+ file and shift the soundfield 
relative to the head position, I guess. The head position needs some 
regular and frequent updates, what we easily get b y now. You could also 
track the  absolute   movements of persons within some area. Say: Your 
decoder program tracks the movements of the visitors  in some museum or 
building, and plays the associated audio/explanations fitting to the 
current position. This is the dining hall of the castle, which was 
quite cold during winter, but warm or even hot during summer.  Ok, this 
was a truly dull example...  :-) )



Best regards

Stefan Schreiber  Lisbon



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Re: [Sursound] Proposal for a (relatively) simple FOA/HOA standard. Request for comments!

2014-01-08 Thread Stefan Schreiber

Stefan Schreiber wrote:




... I also wanted to provide some  reasons  why I propose certain 
features/elements, and some real discussion base. 5.1 won't go away, 
but the proposal (sound field format/SFF)  is clearly both more 
powerful and flexible. It is also more complicated, we have to admit. 
(It is an open standard, in this sense different than Mpeg-H 3DA. 
Without being able to give any proof because you can't prepare 
unfinished states, I believe that SFF could/will be a lot simpler than 
Mpeg-H 3DA.)



Prepare has to be replaced with compare, of course.

Best,

Stefan

P.S.: But I will prepare the unfinished state theory of audio surround 
signals and standard proposals for a later article, or maybe a book...   
 O:-)



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