[Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

2016-10-07 Thread Politis Archontis
Hello,

for those who are interested in ambisonic processing on the web (outside of 
Facebook and Youtube 360 playback),

this is an update on the JSAmbisonics library of Web Audio objects for first- 
(FOA) and higher-order (HOA) processing:

https://github.com/polarch/JSAmbisonics

Compared to the first early summer release, the examples have been updated with 
better decoding filters, and some more functionality; you can check them on 
your browser (Chrome/Firefox) or mobile (Android/Chrome) here:

https://cdn.rawgit.com/polarch/JSAmbisonics/1ccae3a6f0a60a690f5eb4bb5bbb21b58a5d5993/index.html

There was also a recent presentation and publication on the library in the 
Interactive Audio Systems Symposium, York, UK. You can find a description of 
the internals of the library on that publication here:

https://www.researchgate.net/publication/308761825_JSAmbisonics_A_Web_Audio_library_for_interactive_spatial_sound_processing_on_the_web

For people interested to integrate spatial sound on their applications, it 
seems to me perfectly doable to do many of the apps that pop up recently with 
all the VR boom, directly on the browser and without getting tied to a certain 
platform. Examples can be HOA ambisonic players with head-tracking, simple HOA 
mixing tools and manipulations with a GUI etc, acoustic visualization tools 
etc..
In the online examples, the mobile-phone player one is a quick hack we cooked 
that tries to demonstrate that. It is intended for Android phones (maybe will 
work on iPhones too) that have a gyro, and renders a spherical video of a small 
part from a recording here at Helsinki concert hall, in split-screen, 
Google-cardboard style, with FOA playback, and rotation based on the mobile’s 
sensors. It has worked on most phones I tried it around ( if you see the video 
on the screen, you have to click anywhere to get it started ).

On new features, various conversion tools and ambisonic mirroring have been 
added, but probably the most interesting one is that we did some effort on 
generating ambisonic-binaural filters from HRTF files, in the SOFA format, 
directly on the browser for an arbitrary order.
So that people can select HRTFs from a database and get a personalized 
experience without having to derive the filters themselves. It is still WIP but 
it seems robust. The SOFA example demonstrates that with two HRTF sets.

Safari and iOS are partially supported (no support for multichannel .ogg files 
at the moment, but otherwise mostly functional)

Again, any comments or feedback mostly welcome!

Regards,
Archontis Politis
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Re: [Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

2016-10-07 Thread Marc Lavallée
Great!

About support for iOS, I would suggest to use Cordova with the Crosswalk 
“webview”; 
it is a simple method to create cross-platform applications based on the 
Chromium engine, 
that would be fully compatible with JSAmbisonics.
—
Marc


> On Oct 7, 2016, at 10:27 AM, Politis Archontis  
> wrote:
> 
> Hello,
> 
> for those who are interested in ambisonic processing on the web (outside of 
> Facebook and Youtube 360 playback),
> 
> this is an update on the JSAmbisonics library of Web Audio objects for first- 
> (FOA) and higher-order (HOA) processing:
> 
> https://github.com/polarch/JSAmbisonics
> 
> Compared to the first early summer release, the examples have been updated 
> with better decoding filters, and some more functionality; you can check them 
> on your browser (Chrome/Firefox) or mobile (Android/Chrome) here:
> 
> https://cdn.rawgit.com/polarch/JSAmbisonics/1ccae3a6f0a60a690f5eb4bb5bbb21b58a5d5993/index.html
> 
> There was also a recent presentation and publication on the library in the 
> Interactive Audio Systems Symposium, York, UK. You can find a description of 
> the internals of the library on that publication here:
> 
> https://www.researchgate.net/publication/308761825_JSAmbisonics_A_Web_Audio_library_for_interactive_spatial_sound_processing_on_the_web
> 
> For people interested to integrate spatial sound on their applications, it 
> seems to me perfectly doable to do many of the apps that pop up recently with 
> all the VR boom, directly on the browser and without getting tied to a 
> certain platform. Examples can be HOA ambisonic players with head-tracking, 
> simple HOA mixing tools and manipulations with a GUI etc, acoustic 
> visualization tools etc..
> In the online examples, the mobile-phone player one is a quick hack we cooked 
> that tries to demonstrate that. It is intended for Android phones (maybe will 
> work on iPhones too) that have a gyro, and renders a spherical video of a 
> small part from a recording here at Helsinki concert hall, in split-screen, 
> Google-cardboard style, with FOA playback, and rotation based on the mobile’s 
> sensors. It has worked on most phones I tried it around ( if you see the 
> video on the screen, you have to click anywhere to get it started ).
> 
> On new features, various conversion tools and ambisonic mirroring have been 
> added, but probably the most interesting one is that we did some effort on 
> generating ambisonic-binaural filters from HRTF files, in the SOFA format, 
> directly on the browser for an arbitrary order.
> So that people can select HRTFs from a database and get a personalized 
> experience without having to derive the filters themselves. It is still WIP 
> but it seems robust. The SOFA example demonstrates that with two HRTF sets.
> 
> Safari and iOS are partially supported (no support for multichannel .ogg 
> files at the moment, but otherwise mostly functional)
> 
> Again, any comments or feedback mostly welcome!
> 
> Regards,
> Archontis Politis
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Re: [Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

2016-10-07 Thread Politis Archontis
Demo effects always :-). 

If anyone tried the mobile demo, the link was broken for some Dropbox-related 
reason. 
Now all the demo files have been moved to the library’s Github repository, and 
it should open properly (that doesn’t mean it will work 100% but there is a 
chance at least :-).

Best,
Archontis

> On 07 Oct 2016, at 17:27, Politis Archontis  
> wrote:
> 
> In the online examples, the mobile-phone player one is a quick hack we cooked 
> that tries to demonstrate that. It is intended for Android phones (maybe will 
> work on iPhones too) that have a gyro, and renders a spherical video of a 
> small part from a recording here at Helsinki concert hall, in split-screen, 
> Google-cardboard style, with FOA playback, and rotation based on the mobile’s 
> sensors. It has worked on most phones I tried it around ( if you see the 
> video on the screen, you have to click anywhere to get it started ).

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Re: [Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

2016-10-07 Thread Martin Leese
Politis Archontis wrote:
...
> Safari and iOS are partially supported (no support for multichannel .ogg
> files at the moment, but otherwise mostly functional)

Note that the file extension ".ogg" has been
deprecated for all but Vorbis I files (and Vorbis
has been superseded by Opus).  Visit:
https://wiki.xiph.org/MIME_Types_and_File_Extensions

Regards,
Martin
-- 
Martin J Leese
E-mail: martin.leese  stanfordalumni.org
Web: http://members.tripod.com/martin_leese/
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Re: [Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

2016-10-09 Thread Politis Archontis
Hi Marc, 

Thanks for the notice, very nice framework. I’ll try to check it out and create 
some examples for the library in the near future when I find some time..
About iOS, the library itself  seems to be working actually quite ok, it’s that 
multichannel file support varies a lot from browser to browser, and our 
examples won’t all play on Safari at the moment due to that.

Best,
Archontis


> On 07 Oct 2016, at 17:38, Marc Lavallée  wrote:
> 
> Great!
> 
> About support for iOS, I would suggest to use Cordova with the Crosswalk 
> “webview”; 
> it is a simple method to create cross-platform applications based on the 
> Chromium engine, 
> that would be fully compatible with JSAmbisonics.
> —
> Marc
> 
> 
>> On Oct 7, 2016, at 10:27 AM, Politis Archontis  
>> wrote:
>> 
>> Hello,
>> 
>> for those who are interested in ambisonic processing on the web (outside of 
>> Facebook and Youtube 360 playback),
>> 
>> this is an update on the JSAmbisonics library of Web Audio objects for 
>> first- (FOA) and higher-order (HOA) processing:
>> 
>> https://github.com/polarch/JSAmbisonics
>> 
>> Compared to the first early summer release, the examples have been updated 
>> with better decoding filters, and some more functionality; you can check 
>> them on your browser (Chrome/Firefox) or mobile (Android/Chrome) here:
>> 
>> https://cdn.rawgit.com/polarch/JSAmbisonics/1ccae3a6f0a60a690f5eb4bb5bbb21b58a5d5993/index.html
>> 
>> There was also a recent presentation and publication on the library in the 
>> Interactive Audio Systems Symposium, York, UK. You can find a description of 
>> the internals of the library on that publication here:
>> 
>> https://www.researchgate.net/publication/308761825_JSAmbisonics_A_Web_Audio_library_for_interactive_spatial_sound_processing_on_the_web
>> 
>> For people interested to integrate spatial sound on their applications, it 
>> seems to me perfectly doable to do many of the apps that pop up recently 
>> with all the VR boom, directly on the browser and without getting tied to a 
>> certain platform. Examples can be HOA ambisonic players with head-tracking, 
>> simple HOA mixing tools and manipulations with a GUI etc, acoustic 
>> visualization tools etc..
>> In the online examples, the mobile-phone player one is a quick hack we 
>> cooked that tries to demonstrate that. It is intended for Android phones 
>> (maybe will work on iPhones too) that have a gyro, and renders a spherical 
>> video of a small part from a recording here at Helsinki concert hall, in 
>> split-screen, Google-cardboard style, with FOA playback, and rotation based 
>> on the mobile’s sensors. It has worked on most phones I tried it around ( if 
>> you see the video on the screen, you have to click anywhere to get it 
>> started ).
>> 
>> On new features, various conversion tools and ambisonic mirroring have been 
>> added, but probably the most interesting one is that we did some effort on 
>> generating ambisonic-binaural filters from HRTF files, in the SOFA format, 
>> directly on the browser for an arbitrary order.
>> So that people can select HRTFs from a database and get a personalized 
>> experience without having to derive the filters themselves. It is still WIP 
>> but it seems robust. The SOFA example demonstrates that with two HRTF sets.
>> 
>> Safari and iOS are partially supported (no support for multichannel .ogg 
>> files at the moment, but otherwise mostly functional)
>> 
>> Again, any comments or feedback mostly welcome!
>> 
>> Regards,
>> Archontis Politis
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>> URL: 
>> 
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>> account or options, view archives and so on.
> 
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Re: [Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

2016-10-09 Thread Politis Archontis
Hi Martin, 

Yes you are right, we stuck with that for our examples cause they are fairly 
popular, and there are many tools that implement exporting to .ogg. Of course 
if somebody uses the library, they can go with whatever multichannel format 
they prefer. 

One has to be though aware of the limitations of each browser - I’ll try to 
include a table for the that on the library’s documentation. 
For example, all of them handle multichannel WAVE files, but not all can decode 
them  for high number of channels, that’s the reason of the helper functions, 
loading 8ch files that are then concatenated into larger HOA buffers.

Then .ogg for example is supported by the Firefox/Google alliance, but Chrome 
itself messes up the channel order when decoding an 8ch .ogg file with Web 
Audio. A channel remapper is implemented inside to fix that if Chrome is 
detected (Firefox does it fine). 

Then there’s AAC, pretty nice perceptual coding, but not free, and there’s 
still the problem that if you’re trying to do Web VR stuff, then cutting edge 
development happens mostly in Chromium, which doesn’t support it at all.

So it seems like most of them have their advantages and disadvantages, and one 
has to choose depending on what is their target.

Best,
Archontis

> On 07 Oct 2016, at 22:23, Martin Leese  
> wrote:
> 
> Politis Archontis wrote:
> ...
>> Safari and iOS are partially supported (no support for multichannel .ogg
>> files at the moment, but otherwise mostly functional)
> 
> Note that the file extension ".ogg" has been
> deprecated for all but Vorbis I files (and Vorbis
> has been superseded by Opus).  Visit:
> https://wiki.xiph.org/MIME_Types_and_File_Extensions
> 
> Regards,
> Martin
> -- 
> Martin J Leese
> E-mail: martin.leese  stanfordalumni.org
> Web: http://members.tripod.com/martin_leese/
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Re: [Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

2016-10-10 Thread Kosmidis, Dimitrios
Καλημέρα Αρχοντή! Τι κάνεις! :)

Αν κατάλαβα καλά έφτιαξες μια εναλλακτική λύση του Omnitone 
(https://github.com/GoogleChrome/omnitone) , μόνο που η δικιά σου υποστηρίζει 
ήδη HOA έτσι δεν είναι; Επίσης τι binaural renderer χρησιμοποιείς;

Greetings,
Δημήτρης

From: Sursound  on behalf of Politis Archontis 

Reply-To: Surround Sound discussion group 
Date: Friday 7 October 2016 at 16:27
To: Surround Sound discussion group 
Subject: [Sursound] Ambisonics on the web pt.1: JSAmbisonics library update

Hello,

for those who are interested in ambisonic processing on the web (outside of 
Facebook and Youtube 360 playback),

this is an update on the JSAmbisonics library of Web Audio objects for first- 
(FOA) and higher-order (HOA) processing:

https://github.com/polarch/JSAmbisonics

Compared to the first early summer release, the examples have been updated with 
better decoding filters, and some more functionality; you can check them on 
your browser (Chrome/Firefox) or mobile (Android/Chrome) here:

https://cdn.rawgit.com/polarch/JSAmbisonics/1ccae3a6f0a60a690f5eb4bb5bbb21b58a5d5993/index.html

There was also a recent presentation and publication on the library in the 
Interactive Audio Systems Symposium, York, UK. You can find a description of 
the internals of the library on that publication here:

https://www.researchgate.net/publication/308761825_JSAmbisonics_A_Web_Audio_library_for_interactive_spatial_sound_processing_on_the_web

For people interested to integrate spatial sound on their applications, it 
seems to me perfectly doable to do many of the apps that pop up recently with 
all the VR boom, directly on the browser and without getting tied to a certain 
platform. Examples can be HOA ambisonic players with head-tracking, simple HOA 
mixing tools and manipulations with a GUI etc, acoustic visualization tools 
etc..
In the online examples, the mobile-phone player one is a quick hack we cooked 
that tries to demonstrate that. It is intended for Android phones (maybe will 
work on iPhones too) that have a gyro, and renders a spherical video of a small 
part from a recording here at Helsinki concert hall, in split-screen, 
Google-cardboard style, with FOA playback, and rotation based on the mobile’s 
sensors. It has worked on most phones I tried it around ( if you see the video 
on the screen, you have to click anywhere to get it started ).

On new features, various conversion tools and ambisonic mirroring have been 
added, but probably the most interesting one is that we did some effort on 
generating ambisonic-binaural filters from HRTF files, in the SOFA format, 
directly on the browser for an arbitrary order.
So that people can select HRTFs from a database and get a personalized 
experience without having to derive the filters themselves. It is still WIP but 
it seems robust. The SOFA example demonstrates that with two HRTF sets.

Safari and iOS are partially supported (no support for multichannel .ogg files 
at the moment, but otherwise mostly functional)

Again, any comments or feedback mostly welcome!

Regards,
Archontis Politis
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