Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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: ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. -- next part -- An HTML attachment was scrubbed... URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20141119/d99c644e/attachment.html ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 -- next part -- An HTML attachment was scrubbed... URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20141119/cd50d485/attachment.html ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
I am thinking of FOA above. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. -- next part -- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 841 bytes Desc: Message signed with OpenPGP using GPGMail URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20141120/69ec9a54/attachment.asc ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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:-) ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.
Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
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 ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. -- next part -- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 841 bytes Desc: Message signed with OpenPGP using GPGMail URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20141120/69ec9a54/attachment.asc ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. -- next part -- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 841 bytes Desc: Message signed with OpenPGP using GPGMail URL: https://mail.music.vt.edu/mailman/private/sursound/attachments/20141120/cb248fdb/attachment.asc ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on. ___ Sursound mailing list Sursound@music.vt.edu https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit account or options, view archives and so on.