Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Bo-Erik Sandholm
This is the competition for ambisonics in VR recording of real world event, I 
love the shape of the camera/microphone!
And it is not even a joke.
http://www.vr-gaming.co.uk/oculus-rift-vrsfx-binaural-audio-pitch-perfect-presence/

- Bo-Erik
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Jake Williams
nice one guys :-) j/

Jake Williams

+44 7932 645145
http://www.jakeone.co.uk
http://www.fliesandflies.com










On 19 Nov 2014, at 07:19, Bo-Erik Sandholm bo-erik.sandh...@ericsson.com 
wrote:

 Hi Jake 
 The soundtrack is ambisonic and we will be looming to convert to binaural.
 Make sure you include real time head tracking in the binaural processing, if 
 not you will not have video and sound coherence.
 One factor when choosing software solution can be your sound tracks ambisonic 
 order.
 
 There are several ways to start doing this:
   Free software 
http://www.matthiaskronlachner.com/?p=2091  Complete!  using AmbiX 
You only need to modify the OSC receiver/interface for sound field 
 rotation control to accept Oculus Rift direction sensors syntax.
 
http://www.ambisonictoolkit.net/wiki/tiki-index.php
Csound http://www.csounds.com/journal/issue16/multibin.html 
 http://csound.1045644.n5.nabble.com/Android-HRTF-and-ambisonic-td5724195.html
  Commercial alternatives
http://harpex.net/download.html support head tracking

 http://www.blueripplesound.com/products/binaural-surround-vst combinations of 
 plugins needed 
- and in both cases Oculus Rift integration is still 
 needed. 
   Check out the effect of head tracking with 
 https://play.google.com/store/apps/details?id=net.hcenteno.ambiexplorer with 
 your phone as a sensor or external Bluetooth sensor.
 
 
 Good luck to you and hope your effort with this project result in a Oculus 
 Rift driver and software compbination that can freely be used by the 
 exploding VR community.
 
 Best Regards Bo-Erik Sandholm
 
 
 
 
 -Original Message-
 From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Jake 
 Williams
 Sent: den 18 november 2014 19:40
 To: Surround Sound discussion group
 Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
 
 I have recently been involved in a 3d realtime fulldome show. We are looking 
 into making an oculus version. The soundtrack is ambisonic and we will be 
 looming to convert to binaural. This may not in anyway be helpful. J On 12 
 Nov 2014 18:24, Braxton Boren bbbo...@gmail.com wrote:
 
 
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread dw

On 13/11/2014 03:52, Adam Somers wrote:


Still, I've yet to find a solution for b-to-binaural which is as convincing
as some of the BRIR-based object-sound spatialization packages (e.g. DTS
HeadphoneX and Visisonics Realspace).  I think what's primarily lacking is
externalization, which perhaps can be 'faked' with BRIRs.



  I'm thinking of
a 'virtual listening room' where the b-format recording is played through
BRIRs instead of anechoic HRTFs.  Anyone have experience with that?



I can work fine, it did for me.
I did it this way: 
https://www.dropbox.com/s/ta5s993akghhtjq/Ambisonic-AudioMulch.png?dl=0


It worked better for natural B-format recordings than anechoic or 
rendered source.
The IRs were made by feeding the HOLMimpulse sweeps into an Ambisonic 
decoder and HT receiver as W,X and Y, and recording wth a dummy head. 
They were in a square about 1 metre from speaker to ear. The speakers 
needed to be placed to better than 1cm. or the image suffered.


I am afraid all the files have been deleted when there was no interest. 
I only have a direct recording of ambisonic playback of mainly John 
Leonard's http://www.ambisonia.com/   aircraft recordings, from a direct 
recording (not convolved) including extraneous noises, like the HT 
relays clicking, and people moving about..

https://www.dropbox.com/s/feum9ks7pay5ohq/Ambisonic%20binauiral%20aircraft.flac?dl=0

 The Z input was not used, left unwired, or dummy IRs used in these 
cases. I later found an improvement from using Z, even without an 
appropriate playback system. KCS75 recommended for playback, 
particularly if you want to compare with speakers without removing the 
earpieces.

 http://www.amazon.com/Koss-KSC75-Portable-Stereophone-Headphones/dp/B0006B486K
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Stefan Schreiber

Bo-Erik Sandholm wrote:


This is the competition for ambisonics in VR recording of real world event, I 
love the shape of the camera/microphone!
And it is not even a joke.
http://www.vr-gaming.co.uk/oculus-rift-vrsfx-binaural-audio-pitch-perfect-presence/

- Bo-Erik

 



Binaural recordings have weaknesses:

- They are definitively coloured by the chosen pinnae forms, head-shape 
(and maybe torso-shape). The kunstkopf approach means that you will 
have to chose some  general  HRTFs filters during recording...


- It is not possible to apply motion- and head-tracking (for VR 
applications, in this context!) if you have a one-perspective binaural 
recording. At least there doesn't seem to be any direct way...


- In this case you have a set of four binaural recordings in the 
horizontal plane. Applying lots of interpolation, you might be able to 
apply some form of position and head-tracking. But only horizontally... 
But head-tracking is needed in 3D, at least for the video part. ;-)


- Oculus' audio partners use clearly a form of HOA microphone:

http://visisonics.com/products#3daudio

The VisiSonics Panoramic Audio Camera/Oculus HMD integration is the 
next step in telepresence applications where at your desk or on your 
couch is “As Good As Being There”.



Motion and head-tracking is no problem if you use any form of sound 
field recording for 3D audio capture. (Via SFM or HOA mikes)


Specifically, you can rotate the sound field in three dimensions to 
before the binaural decoding stage, to realize head-tracking. (And 
positional tracking, too.)


The VRSFX system can do 2-dimensional head-tracking. At best!


Cheers,

Stefan




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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread dw

On 19/11/2014 20:42, Stefan Schreiber wrote:



The VRSFX system can do 2-dimensional head-tracking. At best!

I have a feeling head-tracked nodding is not going to help the 
combination of Ambisonics and binaural.



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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Daryl Pierce
I would add that there are some very well developed tools for
authoring/assembling content from scratch (no prerecorded soundfield) or
adapting various elements of that type into one unified sound design. I get
the feeling (or I know for a fact) most of these other options are tied to
legacy speaker positions and use content authored for that purpose or are
object based, which is good for localization but not so good for
immersion. If the dream for VR is creating cinematic storylines and
designed experiences then this will not be achieved by throwing up a mic in
the room while one is shooting. Someone will have to get their hands dirty
designing sound from disparate elements. You can't really put enough
emphasis on the fact that a recorded or designed soundfield is a complete
soundfield whereas a positioned externalized object or speaker is just an
object or speaker.

regards,

Daryl
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Stefan Schreiber

dw wrote:


On 19/11/2014 20:42, Stefan Schreiber wrote:




The VRSFX system can do 2-dimensional head-tracking. At best!






I have a feeling head-tracked nodding is not going to help the 
combination of Ambisonics and binaural.




Completely wrong perspective, in this context.

VR requires head-tracked (3D) video and audio. Because you are 
simulating a real-world experience.


Could you actually read what other people write? (Cos the topic is not 
what will help Ambisonics, nor philosophy. )
Secondly, just google Oculus and 3D audio. (They didn't treat the audio 
part from the very start, how you might discover.)


Best,

Stefan
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Stefan Schreiber

dw wrote:


On 19/11/2014 20:42, Stefan Schreiber wrote:



Binaural recordings have weaknesses:

- They are definitively coloured by the chosen pinnae forms, 
head-shape (and maybe torso-shape). The kunstkopf approach means 
that you will have to chose some  general  HRTFs filters during 
recording...



That is just what the Herd Science says..


You can do binaural recordings.

I doubt binaural recording techniques fit well to VR applications, 
mainly because of the HT/motion-tracking issues.


The citing above was written within this context, showing an existing 
further problems.


Herd Science 


There is either science or gossip. Please enlighten me and others about 
the true situation and science. (If - and this is a big if - you can do 
this.)


Your posting seems to be meaningless if not arrogant, BTW.


Stefan Schreiber


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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread dw

On 19/11/2014 22:01, Stefan Schreiber wrote:

dw wrote:


On 19/11/2014 20:42, Stefan Schreiber wrote:




The VRSFX system can do 2-dimensional head-tracking. At best!






I have a feeling head-tracked nodding is not going to help the 
combination of Ambisonics and binaural.




Completely wrong perspective, in this context.

VR requires head-tracked (3D) video and audio. Because you are 
simulating a real-world experience.
That would depend on the frame of reference for localisation - head or 
ground. Secondly can anyone actually render a sound object around the 
median plane using a combination of Ambisonics and binaural, or even 
Ambisonics using speakers? I don't know.


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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread dw

I am thinking of FOA above.

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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread dw
There are numerous examples where the predictions of HRTF localisation 
are falsified by observations. What is one to think of the science?



On 19/11/2014 22:12, Stefan Schreiber wrote:

dw wrote:


On 19/11/2014 20:42, Stefan Schreiber wrote:



Binaural recordings have weaknesses:

- They are definitively coloured by the chosen pinnae forms, 
head-shape (and maybe torso-shape). The kunstkopf approach means 
that you will have to chose some  general  HRTFs filters during 
recording...



That is just what the Herd Science says..


You can do binaural recordings.

I doubt binaural recording techniques fit well to VR applications, 
mainly because of the HT/motion-tracking issues.


The citing above was written within this context, showing an existing 
further problems.


Herd Science 


There is either science or gossip. Please enlighten me and others 
about the true situation and science. (If - and this is a big if - you 
can do this.)


Your posting seems to be meaningless if not arrogant, BTW.


Stefan Schreiber


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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Stefan Schreiber

dw wrote:


On 19/11/2014 22:01, Stefan Schreiber wrote:


dw wrote:


On 19/11/2014 20:42, Stefan Schreiber wrote:




The VRSFX system can do 2-dimensional head-tracking. At best!







I have a feeling head-tracked nodding is not going to help the 
combination of Ambisonics and binaural.





Completely wrong perspective, in this context.

VR requires head-tracked (3D) video and audio. Because you are 
simulating a real-world experience.


That would depend on the frame of reference for localisation - head or 
ground.


Localisation certainly happens relative to your perspective, or  you .

Taking the ground as an absolute fixed point - ground at which 
position? And why some elevation level somewhere below your ears as  
reference ?   ;-)


Secondly can anyone actually render a sound object around the median 
plane using a combination of Ambisonics and binaural, or even 
Ambisonics using speakers? I don't know.


???  You just pan the object into the sound field? (I don't say there 
could not be some problems later. Think of distance and object size...)


Forget about the speakers or headphones, at this point.


Best,

Stefan
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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread dw

On 19/11/2014 22:49, Paul Doornbusch wrote:

Can you give us some links to this please?

Thanks,
Paul


I'll give you a couple. If you record a sound in front of a dummy head, 
you would expect to hear it in front on replay through headphones.
If you tilt your head backwards while listening, you would expect the 
auditory image to rotate with the head/ears/torso. Neither happens in 
all cases.. And then there is the 'externalization' problem.




On 20 Nov 2014, at 9:46 AM, dw d...@dwareing.plus.com wrote:


There are numerous examples where the predictions of HRTF localisation are 
falsified by observations. What is one to think of the science?


On 19/11/2014 22:12, Stefan Schreiber wrote:

dw wrote:


On 19/11/2014 20:42, Stefan Schreiber wrote:


Binaural recordings have weaknesses:

- They are definitively coloured by the chosen pinnae forms, head-shape (and maybe 
torso-shape). The kunstkopf approach means that you will have to chose some  
general  HRTFs filters during recording...


That is just what the Herd Science says..


You can do binaural recordings.

I doubt binaural recording techniques fit well to VR applications, mainly 
because of the HT/motion-tracking issues.

The citing above was written within this context, showing an existing further 
problems.


Herd Science

There is either science or gossip. Please enlighten me and others about the 
true situation and science. (If - and this is a big if - you can do this.)

Your posting seems to be meaningless if not arrogant, BTW.


Stefan Schreiber


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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread Stefan Schreiber

Stefan Schreiber wrote:

(Maybe they are looking out for some investor money. You never know 
with all these Calofornian startups which have all such a history 
behind...:-D )




Californian, of course.

Stefan

P.S.:

Etymologically,  Calofornian  is interesting, though.

 calo  from: calor, caliente...

 fornianforno = oven

So: A hot oven startup. Maybe better translated as: hot air startup.

Just a few thoughts about etymological backgrounds be4 we can return to 
discuss the thread topic(s)...O:-)


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Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?

2014-11-19 Thread dw

On 19/11/2014 23:08, Paul Doornbusch wrote:

On 20 Nov 2014, at 10:01 AM, dw d...@dwareing.plus.com wrote:


On 19/11/2014 22:49, Paul Doornbusch wrote:

Can you give us some links to this please?

Thanks,
Paul

I'll give you a couple. If you record a sound in front of a dummy head, you 
would expect to hear it in front on replay through headphones.
If you tilt your head backwards while listening, you would expect the auditory 
image to rotate with the head/ears/torso. Neither happens in all cases.. And 
then there is the 'externalization' problem.

Can you point me to a paper please?


I read plenty of papers 20yrs. ago where front/back dIscrimination was 
little better than chance. I can't afford to pay for AES papers, for 
what one would get out of them..








On 20 Nov 2014, at 9:46 AM, dw d...@dwareing.plus.com wrote:


There are numerous examples where the predictions of HRTF localisation are 
falsified by observations. What is one to think of the science?


On 19/11/2014 22:12, Stefan Schreiber wrote:

dw wrote:


On 19/11/2014 20:42, Stefan Schreiber wrote:


Binaural recordings have weaknesses:

- They are definitively coloured by the chosen pinnae forms, head-shape (and maybe 
torso-shape). The kunstkopf approach means that you will have to chose some  
general  HRTFs filters during recording...

That is just what the Herd Science says..


You can do binaural recordings.

I doubt binaural recording techniques fit well to VR applications, mainly 
because of the HT/motion-tracking issues.

The citing above was written within this context, showing an existing further 
problems.


Herd Science

There is either science or gossip. Please enlighten me and others about the 
true situation and science. (If - and this is a big if - you can do this.)

Your posting seems to be meaningless if not arrogant, BTW.


Stefan Schreiber


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