We just released our first piece of VR content with ambisonic audio to the
public.  It's a live recording on stage at a recent Paul McCartney
concert.  The audio was captured from the sound board and mixed in
b-format.  Available for Google Cardboard now, Oculus Rift Mac/PC coming
soon.  http://www.jauntvr.com/content/

Adam Somers
Jaunt, Inc.
http://jauntvr.com

On Thu, Nov 20, 2014 at 5:39 AM, Peter Lennox <p.len...@derby.ac.uk> wrote:

> Having quickly skimmed through the discussion, I'm not sure if I missed
> something, so apologies if I have.
>
> HRTF derived binaural is never going to completely work unless you use
> your own, personalised HRTFs. Using generic HRTF datasets, the problems
> usually manifest as front-back reversals (which head tracking ought to
> disambiguate) and lack of externalisation. (especially, I seem to remember,
> directly in front of the head).
> The externalisation problem can be extended to the range-perception
> problem - and range perception is very largely to do with indirect sound -
> just as, for instance, range perception does not work well in an anechoic
> room.
>
> I thought full HRTFs did take into account shoulder and torso reflections
> - though it seems likely that it's usually measured with shoulders parallel
> to the line running through the ears?
>
>
> Dr Peter Lennox
>
> School of Technology,
> Faculty of Arts, Design and Technology
> University of Derby, UK
> e: p.len...@derby.ac.uk
> t: 01332 593155
> ________________________________________
> From: Sursound [sursound-boun...@music.vt.edu] On Behalf Of Bo-Erik
> Sandholm [bo-erik.sandh...@ericsson.com]
> Sent: 20 November 2014 09:30
> To: Surround Sound discussion group
> Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio
> Available?
>
> Some of the current subject was vitalized by me trying to be ironic about
> how non ambisonic guys are trying to solve the sound field recording
> problem.
>
> Originally there was not, and I am not sure there currently exist a
> solution for sound and picture having a coherent scene movement (controlled
> by head direction) for Oculus Rift and like VR viewer in video and sound
> environments other than those controlled by game engines.
>
> I want to listen to realistic FOA tetramic recordings over headphones if
> possible.
> My thinking is strongly impacted by the current availability of a < 20 USD
> 3D direction sensors and low cost processing power.
>
> Pointer on howto implement low cost head tracker including headtracking
> binaural software http://www.matthiaskronlachner.com/?p=2091
>
> Low cost processing: M805 1.5GHz (Cortex-A5) android 4.4 stick for < 40
> USD.
>
> http://www.geekbuying.com/item/MK808B-Plus-Amlogic-M805-Quad-Core-Android-4-4-Mini-TV-Dongle-1G-8G-WIFI-H-265-HW-Decode-Bluetooth-DLNA-Miracast---Black-337068.html
> note to self does this ARM v5 version support  NEON answer = Yes.
>
>
> I believe there are at least a few glaring problems in the way binaural is
> generated via HRTF's currently.
>
> I think head tracking is part of the solution. That is that the sound
> field decoding parameters to binaural change when you move your head.
>  - the goal of adding head tracking with binaural listening is to get to
> the status that the sound field is stationary and externalized .
>  - Personally for me listening to others binaural recordings with inear
> microphones there can an experience like listening to a vertical sound
> field slice/surface trough the ears, that is a bit externalization to the
> sides and up and down but no depth!
>  - Introducing head tracking controlled rotation of the sound field before
> ambisonic to binaural conversion  enables the sound field to stay in the
> "initial position" when the listener moves the head in all directions.
>
> Things having potential for improvement are in my opinion:
>  - HRTF's are not individual, maybe not such large problem can appearently
> be adapted to during listening, is the ear to ear distance most important?
>  - In current state of art all HRTF's are created with the live victim
> locked in a head brace and the whole body stationary as sound source is
> rotated horizontally / vertically in relation to the subject or in worst
> case the subject is a decapitated kunstkopf!
>  - Maybe we should add a separate info channel for "torso tracing" in
> addition to the head tracing. See Note 1
>  -
>
> Note 1
> I took a look in the mirror :-)
> When turning the head or nodding, the distance from my shoulders to the
> ear channels stay the same, more or less.
> When nodding sideways (is that english?) the distance to the shoulders
> changes drastically.
>
> Today on my walk to work through a park, I walked past a distant white
> noise point source (a large fan in an air cooling installation).
> I decided to do a small psychoacoustic experiment with my HRTF's :-).
> - 1- I rotated my whole body in relation to the sound source as if I had a
> head brace.
> - 2- I rotated my whole torso in relation to the sound source with my head
> directed towards the sound source.
> - 3- I rotated my head in relation to the sound source with stationary
> torso.
> - 4- I forgot to nod sideways :-)
> The only sound change I could notice was for case -2-, there was a large
> noticable impact on the white noise spectra, as I am not a musician I am
> not able to specify the frequency range that was mostly impacted.
>
> I think this is a strong indication that head movement in relation to the
> Torso should be added to HRTF processing for binaural sound!
> Maybe it can be implemented and tested for a special case, that is:
>  - HRTF's created for a fixed torso with the head turned instead of the
> whole person?
>  - Can this be created with the best resolution in the forwards listening
> sphere for optimization?
>
> Best Regards
> Bo-Erik Sandholm
> Stockholm Sweden
>
> -----Original Message-----
> From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of dw
> Sent: den 20 november 2014 00:02
> To: sursound@music.vt.edu
> Subject: 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?
> >>
> >>
>
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