Re: [Sursound] Sound Externalization Headphone

2011-06-02 Thread Junfeng Li
Dear List,

Could anyone share the sound externalized data for headphone rendering with
me?

Thank you so much.

Best regards,
Junfeng


On Wed, Jun 1, 2011 at 4:54 PM, Junfeng Li junfeng.li.1...@gmail.comwrote:

 Dear Filippo, all friends,

 According to your comments, we have processed the binaural sound by
 performing headphone equalization and adding reverberation. The processed
 data can be downloaded from

 https://proself2.jaist.ac.jp/public/pVFAAA0MP8dAqTcB6R4w7AJKMfhlt8TlYUr-IojOpP-Z

 (test_src: the original sound; test_synthesis: the processed sound)
 Could you listen to them and give me your own ideas on the synthesized
 data? Of course, the headphone that you will use is different from mine,
 while its effect should be not so significant, i think.

 We are now studying head-tracking which is expected to be added in the near
 future. And the individualization of HRTFs is quite difficult in real
 situation, therefore, I cannot do it currently.

 Thank you so much for your comments on our data and our research.

 Best regards,
 Junfeng







 On Thu, May 26, 2011 at 10:09 PM, f...@libero.it f...@libero.it wrote:

 Dear Junfeng

 decorrelation is a term quite loosely used in the audio community, I
 believe.

 You can find a definition of correlation in any good signal processing
 book. It is the convolution of a signal with the time reversed version of
 another signal.
 If this function is a delta, then the two signals are perfectly
 correlated, if it is similar to noise, they are uncorelated.

 You can think about white noise: if you generate a burst of white noise
 and you correlate with itself, you'll get more or less a delta function. If
 you plat these two identical throug a stereo system, you will preceive a
 virtual acoustic image between the speakers.

 If  you now correlate the previous noise with a different burst of white
 noise, you'll get noise again (namely, the two signals are not correlated).
 If you play these two diffrent signals through the same stereo system, I
 believe you will perceive two separate noise sources.


 If you think about a binaural signal obtained by convolving a mono signal
 with an HRTF for 0 elevation and 0 azimuth, the left and right signals are
 going to be the same (assuming symmetry of the head/torso).

 Decorrelating the two signals mainly means to add some randomization of
 the phase of teh two signals, so that they are not exactly the same.

 In practice, this correspods to convolving the signals with two diffrent
 all-pass filters. Usually, these filters are chosen to be short bursts of
 white noise with and exponential decay.

 You might argue that this is more or less the same as adding some
 reverberation, and I would indeed agree with you... in fact a binaural
 reverberation (with IACC smaller than 1) decorrelates the right and left
 signal and gives apparently an idea of spaciousness and helps greately with
 the externalization.


 I think some suggestions on how to decorrelate signals can be found in
 Laitinen' s thesis.


 I hope this helps...

 Filippo



  Messaggio originale
 Da: junfeng.li.1...@gmail.com
 Data: 26/05/2011 15.28
 A: f...@libero.itf...@libero.it, Surround Sound discussion group
 sursound@music.vt.edu
 Ogg: Re: [Sursound] Sound Externalization Headphone


 Dear Filippo,

 Thanks a lot for your quite valuable comments.


 Apparently, as Akis and Joern mentioned, the following items often are
 used to
 achieve externalization:
 - decorrelation/reverberation
 - head tracking
 - individualized HRTF
 - headphone equalization



 What I am now confusing is what you mean by
 decorrelation/reverberation?
 How to do decorrelation? for What?

 Thank you so much in advance.

 Cheers,
 Junfeng





 We believe that the order of the items above reflects their relevance
 (in
 decreasing order).

 At the London AES, I discussed this with some researchers from Aalto Uni
 (they gave me an extremely impressive demo when I visited their lab in
 Helsinki). They stressed the fact that a visual reference to the virtual
 sound
 source location is an extremely important localization cue...

 I should mention that interpolation of HRTF is not the only possible
 technique; you can use for example a virtual loudspeaker array...

 Does the Dolby product implement head tracking?

 Hope this helps
 Filippo

 From: Archontis Politis deadflagb...@gmail.com
 Subject: Re: [Sursound] Sound Externalization Headphone
 To: sursound@music.vt.edu
 Message-ID: 4ddbca43.20...@gmail.com
 Content-Type: text/plain; charset=ISO-8859-1; format=flowed
 
 Hi,
 
 I would add to J?rn's comments that apart from head-tracking, which is
 crucial, you probably have to apply some decorrelation to your
 synthetic
 binaural signals, and mix them with the normal ones. From anechoic
 hrtfs
 only, especially if they are generic ones it is easy to get the in-head
 effect. You can add decorrelation by some room simulation algorithm,
 artificial reverberation or simpler

Re: [Sursound] Sound Externalization Headphone

2011-05-26 Thread Bo-Erik Sandholm
 
Hi
You seem to have made a very advanced head tracking device,
Did you ever consider to use wii for head tracking?
http://rpavlik.github.com/wiimote-head-tracker-gui/
Wii headtracking in VR Juggler through VRPN
http://www.xs4all.nl/~wognum/wii/

http://www.wiimoteproject.com/

Regards
Bo-Erik




-Original Message-
From: sursound-boun...@music.vt.edu [mailto:sursound-boun...@music.vt.edu] On 
Behalf Of Hector Centeno
Sent: den 25 maj 2011 23:15
To: Surround Sound discussion group
Subject: Re: [Sursound] Sound Externalization Headphone

Exactly what I've been exploring using ambisonic recordings from a tetrahedral 
mic. I've been decoding to fixed HRTFs corresponding to virtual speakers in a 
cube configuration. Good to know who was doing it and when was already being 
done. I also made a head-tracking sensor using an accelerometer, gyroscope and 
magnetometer controlled by an Arduino Pro Mini:

http://vimeo.com/22727528

Cheers,

Hector

On Wed, May 25, 2011 at 4:06 AM, Dave Malham dave.mal...@york.ac.uk wrote:


 On 24/05/2011 20:00, f...@libero.it wrote:

 snip

 I should mention that interpolation of HRTF is not the only possible 
 technique; you can use for example a virtual loudspeaker array...

 This is certainly the way that the Lake DSP system worked that they 
 demonstrated way back in 1993 (I think it's in the papers for the 
 London
 VR93 confence from that year but I don't have my copy of the 
 proceedings hand). The sounds were recorded in (first order) 
 Ambisonics and the head tracking drove a rotate/tilt algorithme that 
 fed a decoder to virtual speakers the signals from which were 
 convolved with fixed hrtf's corresponding to the speakers' positions 
 that were fixed wrt the head, mixed together and fed to the headphones.


                  Dave
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Re: [Sursound] Sound Externalization Headphone

2011-05-26 Thread Pierre Alexandre Tremblay
 so what happens is you take the positions of the speakers you want to 
 simulate, and convolve each speaker signal with the appropriate head-related 
 transfer functions for the left and right ear.

Can I bring a concern here?  I have compared different IRs of 5.1 setup with 
real, mastered 5.1 programme and the loss was very significant, mainly in term 
of comb filtering type artifacts. So much so that I decided not to include them 
on my album (this was for a 5.1 release which I wanted to have the stereo 
reduction to be binaural)

Now I know that using generic HRTF is not going to help me, but this was far 
worse than anything I could imagine...

I presume that if I had used Ambisonic as my spacialisation device throughout 
the mix and composition, it would have worked better as a re-rendering...

my 2 cents

pa
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Re: [Sursound] Sound Externalization Headphone

2011-05-26 Thread Ralf R. Radermacher
Junfeng Li junfeng.li.1...@gmail.com wrote:

 I am now researching on 3D audio playback/rendering in headphone. One
 purpose of this work is to playback the 5.1 Audio using headphone.
 One main problem for sound playback using headphone is in-head
 localization. Therefore to playback the 5.1 audio with headphone, I am now
 trying to externalize sound in headphone playback.
 
 Is anyone able to give me some comments/suggestion on this issue?

There used to be the wonderful Isone Pro plug-in by Jeroen Breebaart
(www.jeroenbreebaart.com) that would convert a 5.1 signal into a
binaural HRTF signal for headphone reproduction in real-time. 

I've used it for some time for monitoring during field recording and I
was quite happy with it. Unfortunately it was Windoze-only and since
migrating all my audio to OS X I've been searching for a replacement. To
no avail, so far.

Mr. Breebaart has since released an OS X version for normal stereo
signals, so I've enquired about the 5.1 version but his answer wasn't
exactly encouraging. 

Ralf

-- 
Ralf R. Radermacher  -  DL9KCG  -  Köln/Cologne, Germany
Blog   : http://the-real-fotoralf.blogspot.com
Audio : http://aporee.org/maps/projects/fotoralf
Web   : http://www.fotoralf.de
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Re: [Sursound] Sound Externalization Headphone

2011-05-26 Thread Pierre Alexandre Tremblay
 why should it? the virtual speaker approach is pretty much independent of 
 your speaker spatialisation technique.

this is true except when you have transients to my experience. I'll send you a 
short bit next week when I am back into the studio.

p

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Re: [Sursound] Sound Externalization Headphone

2011-05-26 Thread jim moses
Apple's Logic software has a binaural output mode that provides a couple
different panning mechanisms. Surprisingly, it works pretty well.
Localization is not perfect but it does provide better depth than stereo,
and the frequency domain problems are not as bad as some systems - though
they do exist. I'm not a huge Logic fan, but it helped a little for mixing 5
channels to 2 (using mono stem files and panning to binaural output). I used
it for the 2nd piece posted here http://jimmoses.wordpress.com/music/.


jim

On Wed, May 25, 2011 at 5:15 PM, Hector Centeno i...@hcenteno.net wrote:

 Exactly what I've been exploring using ambisonic recordings from a
 tetrahedral mic. I've been decoding to fixed HRTFs corresponding to
 virtual speakers in a cube configuration. Good to know who was doing
 it and when was already being done. I also made a head-tracking sensor
 using an accelerometer, gyroscope and magnetometer controlled by an
 Arduino Pro Mini:

 http://vimeo.com/22727528

 Cheers,

 Hector

 On Wed, May 25, 2011 at 4:06 AM, Dave Malham dave.mal...@york.ac.uk
 wrote:
 
 
  On 24/05/2011 20:00, f...@libero.it wrote:
 
  snip
 
  I should mention that interpolation of HRTF is not the only possible
  technique; you can use for example a virtual loudspeaker array...
 
  This is certainly the way that the Lake DSP system worked that they
  demonstrated way back in 1993 (I think it's in the papers for the London
  VR93 confence from that year but I don't have my copy of the proceedings
  hand). The sounds were recorded in (first order) Ambisonics and the head
  tracking drove a rotate/tilt algorithme that fed a decoder to virtual
  speakers the signals from which were convolved with fixed hrtf's
  corresponding to the speakers' positions that were fixed wrt the head,
 mixed
  together and fed to the headphones.
 
 
   Dave
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-- 
Jim Moses
Technical Director/Lecturer
Brown University Music Department and M.E.M.E. (Multimedia and Electronic
Music Experiments)
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Re: [Sursound] Sound Externalization Headphone

2011-05-25 Thread Ralph Glasgal
As in most things there are first order effects and second order effects.
 
Although there seems to be little in the literature, the basic cause of 
internalization seems clearly to be interference with the pinna.  You can test 
this for yourself by whistling and bringing your hands up to your ears.  The 
whistle will for most people move inside their head.  Thus since most 
earphones, interfere with  the pinna internalization results.  Etymotic 
earphones don't work because then there are no pinna.  On can imagine that a 
brain that suddenly cannot receive any pinna directional finding patterns (or 
any normal ones) makes the only logical assumption possible that the sound 
originates inside the skull.
 
The old IMAX helmut for 3D solved this problem (and the stereo crosstalk one) 
by using ear speakers.  Their demo for an AES convention was very convincing.  
Another problem with earphone listening is that the stage is sort of always 
frontal, but you can get great proximity (depth) effects. The rear or overhead 
part, in the absence of normal Pinna function, is almost impossible to achieve 
unless your standards or expectations are low.  You may get it to work for one 
listener or earphone type but not universally.
 
Tricks like head tracking, HRTF diddling, etc. are second order fixes or mild 
palliatives.  Pinna are like fingerprints and it is likely impossible to find a 
universal solution to internalization that is practical.  If  you measure your 
own pinna and then use this IR with eytmotic earphones you should get a 
reasonable result, but in practice this is difficult and even unpleasant.  This 
is why the loudspeaker binaural technologies are still attractive and why there 
are hundreds of PC and iPod docking stations advertised.
 
By the way the iPad app for Ambiophonics is free thanks to Steve Hotto.
 
Ralph Glasgal
glas...@ambiophonics.org
www.ambiophonics.org 

From: Junfeng Li junfeng.li.1...@gmail.com
To: Surround Sound discussion group sursound@music.vt.edu
Sent: Tuesday, May 24, 2011 3:49 AM
Subject: [Sursound] Sound Externalization Headphone

Dear List,

I am now researching on 3D audio playback/rendering in headphone. One
purpose of this work is to playback the 5.1 Audio using headphone.
One main problem for sound playback using headphone is in-head
localization. Therefore to playback the 5.1 audio with headphone, I am now
trying to externalize sound in headphone playback.

Is anyone able to give me some comments/suggestion on this issue?

Thank you so much in advance.

Best regards,
Junfeng
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Re: [Sursound] Sound Externalization Headphone

2011-05-25 Thread umashankar mantravadi

some months ago i acquired a battered motor cycle helmet. the aim is to mount 
eight loudspeakers ; remove the foam but leave the helmet suspension intact, so 
it is a few inches off the head in all directions. feed a standard cube decode. 
havent tried it yet. distracted by a loudspeaker cube!
 
umashankar

i have published my poems. read (or buy) at http://stores.lulu.com/umashankar


 
 Date: Wed, 25 May 2011 07:09:14 -0700
 From: rglas...@yahoo.com
 To: sursound@music.vt.edu
 Subject: Re: [Sursound] Sound Externalization Headphone
 
 As in most things there are first order effects and second order effects.
  
 Although there seems to be little in the literature, the basic cause of 
 internalization seems clearly to be interference with the pinna.  You can 
 test this for yourself by whistling and bringing your hands up to your ears.  
 The whistle will for most people move inside their head.  Thus since most 
 earphones, interfere with  the pinna internalization results.  Etymotic 
 earphones don't work because then there are no pinna.  On can imagine that a 
 brain that suddenly cannot receive any pinna directional finding patterns (or 
 any normal ones) makes the only logical assumption possible that the sound 
 originates inside the skull.
  
 The old IMAX helmut for 3D solved this problem (and the stereo crosstalk one) 
 by using ear speakers.  Their demo for an AES convention was very convincing. 
  Another problem with earphone listening is that the stage is sort of always 
 frontal, but you can get great proximity (depth) effects. The rear or 
 overhead part, in the absence of normal Pinna function, is almost impossible 
 to achieve unless your standards or expectations are low.  You may get it to 
 work for one listener or earphone type but not universally.
  
 Tricks like head tracking, HRTF diddling, etc. are second order fixes or mild 
 palliatives.  Pinna are like fingerprints and it is likely impossible to find 
 a universal solution to internalization that is practical.  If  you measure 
 your own pinna and then use this IR with eytmotic earphones you should get a 
 reasonable result, but in practice this is difficult and even unpleasant.  
 This is why the loudspeaker binaural technologies are still attractive and 
 why there are hundreds of PC and iPod docking stations advertised.
  
 By the way the iPad app for Ambiophonics is free thanks to Steve Hotto.
  
 Ralph Glasgal
 glas...@ambiophonics.org
 www.ambiophonics.org 
 
 From: Junfeng Li junfeng.li.1...@gmail.com
 To: Surround Sound discussion group sursound@music.vt.edu
 Sent: Tuesday, May 24, 2011 3:49 AM
 Subject: [Sursound] Sound Externalization Headphone
 
 Dear List,
 
 I am now researching on 3D audio playback/rendering in headphone. One
 purpose of this work is to playback the 5.1 Audio using headphone.
 One main problem for sound playback using headphone is in-head
 localization. Therefore to playback the 5.1 audio with headphone, I am now
 trying to externalize sound in headphone playback.
 
 Is anyone able to give me some comments/suggestion on this issue?
 
 Thank you so much in advance.
 
 Best regards,
 Junfeng
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Re: [Sursound] Sound Externalization Headphone

2011-05-25 Thread Uli Brueggemann
http://recherche.ircam.fr/equipes/salles/listen/sounds.html

Uli Brüggemann
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Re: [Sursound] Sound Externalization Headphone

2011-05-25 Thread Hector Centeno
Exactly what I've been exploring using ambisonic recordings from a
tetrahedral mic. I've been decoding to fixed HRTFs corresponding to
virtual speakers in a cube configuration. Good to know who was doing
it and when was already being done. I also made a head-tracking sensor
using an accelerometer, gyroscope and magnetometer controlled by an
Arduino Pro Mini:

http://vimeo.com/22727528

Cheers,

Hector

On Wed, May 25, 2011 at 4:06 AM, Dave Malham dave.mal...@york.ac.uk wrote:


 On 24/05/2011 20:00, f...@libero.it wrote:

 snip

 I should mention that interpolation of HRTF is not the only possible
 technique; you can use for example a virtual loudspeaker array...

 This is certainly the way that the Lake DSP system worked that they
 demonstrated way back in 1993 (I think it's in the papers for the London
 VR93 confence from that year but I don't have my copy of the proceedings
 hand). The sounds were recorded in (first order) Ambisonics and the head
 tracking drove a rotate/tilt algorithme that fed a decoder to virtual
 speakers the signals from which were convolved with fixed hrtf's
 corresponding to the speakers' positions that were fixed wrt the head, mixed
 together and fed to the headphones.


                  Dave
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[Sursound] Sound Externalization Headphone

2011-05-24 Thread Junfeng Li
Dear List,

I am now researching on 3D audio playback/rendering in headphone. One
purpose of this work is to playback the 5.1 Audio using headphone.
One main problem for sound playback using headphone is in-head
localization. Therefore to playback the 5.1 audio with headphone, I am now
trying to externalize sound in headphone playback.

Is anyone able to give me some comments/suggestion on this issue?

Thank you so much in advance.

Best regards,
Junfeng
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Re: [Sursound] Sound Externalization Headphone

2011-05-24 Thread Junfeng Li
Dear Eero,

Thanks a lot for your reply.

Yeah, the headphone that you mentioned is what I am researching on.
What I am wondering is how to implement this headphone technically. Which
technique should be used?
Is there any further information on this topic?

Thank you.

Cheers.
Junfeng



On Tue, May 24, 2011 at 3:51 PM, Eero Aro eero@dlc.fi wrote:

 http://www.dolby.com/consumer/understand/enhancement/dolby-headphone.html

 Eero
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Re: [Sursound] Sound Externalization Headphone

2011-05-24 Thread Eero Aro

Junfeng Li wrote:

What I am wondering is how to implement this headphone technically. Which
technique should be used?
Is there any further information on this topic?


Dolby usually has good documentation on their products,
I recommend you search their website.

Dolby Headphone is based on the convolution filtering technique developed
by Lake in Australia.

Eero
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Re: [Sursound] Sound Externalization Headphone

2011-05-24 Thread Daniel Weiss
Check this:
http://smyth-research.com/products.html

Daniel


-Ursprüngliche Nachricht-
Von: sursound-boun...@music.vt.edu [mailto:sursound-boun...@music.vt.edu] Im 
Auftrag von Junfeng Li
Gesendet: Dienstag, 24. Mai 2011 10:00
An: Surround Sound discussion group
Betreff: Re: [Sursound] Sound Externalization Headphone

Dear Eero,

Thanks a lot for your reply.

Yeah, the headphone that you mentioned is what I am researching on.
What I am wondering is how to implement this headphone technically. Which 
technique should be used?
Is there any further information on this topic?

Thank you.

Cheers.
Junfeng



On Tue, May 24, 2011 at 3:51 PM, Eero Aro eero@dlc.fi wrote:

 http://www.dolby.com/consumer/understand/enhancement/dolby-headphone.h
 tml

 Eero
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Re: [Sursound] Sound Externalization Headphone

2011-05-24 Thread Junfeng Li
Dear Jorn,

well, if you have headphones, you have to be doing binaural synthesis.


 so what happens is you take the positions of the speakers you want to
 simulate, and convolve each speaker signal with the appropriate head-related
 transfer functions for the left and right ear.

 the next step (and a pretty important one) is to track the user's head
 movements, and at the same time crossfade to another set of HRTFs. that's
 not exactly trivial, but also quite well understood, and there are some free
 implementations that do the job pretty well.


I read some scientific papers on head tracking for binaural rendering using
headphone, it seems head tracking is quite important. While I did not find
any implementation on it. Could you share some information on free
implementation on it?




 that's pretty much all there is to it.

 in theory :)

 what makes it a product is to figure out how to
 a) either measure the customer's own HRTFs without annoying them too much
 (because you want quite a lot of them), or
 b) provide some means to select and optimize a generic set of HRTFs.

 iiuc, smyth is doing a).



I got it in theory, especially for smyth's product.

Thank you so much.

Best regards,
Junfeng






 --
 Jörn Nettingsmeier
 Lortzingstr. 11, 45128 Essen, Tel. +49 177 7937487

 Meister für Veranstaltungstechnik (Bühne/Studio)
 Tonmeister VDT

 http://stackingdwarves.net


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Re: [Sursound] Sound Externalization Headphone

2011-05-24 Thread Eero Aro

There's a paper on the Studer BRS in here:
http://www.irt.de/IRT/FuE/as/pdf/Spi19thAES%20Conf.pdf

Eero
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Re: [Sursound] Sound Externalization Headphone

2011-05-24 Thread Luiz Gonçalo de Moraes Prado

On 24/05/11 04:49, Junfeng Li junfeng.li.1...@gmail.com wrote:


 
 Is anyone able to give me some comments/suggestion on this issue?
 
 


I never really heard this strange looking contraption but, if it copes with
half of what it advertises, Beyerdynamic has something that probably would
interest you:


http://europe.beyerdynamic.com/shop/hah/headphones-and-headsets/at-home/home
-theater/headzone-home-ht.html

Greetings from Brazil!

Luiz Prado


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