With a strong background of several years of audio research performed by a world-class team and the unique input of experts in subjective perception and experience acceptability, b<>com has introduced a set of audio plugins enabling the creation of truly immersive contents and experiences. Relying on Higher Order Ambisonics (HOA) technology, the b<>com * Spatial Audio Toolbox * plugins provide a complete workflow, from capture to rendering on a headphones or multi-loudspeaker setup.
A complete set of spatial audio and binaural plug-ins.
It’s been a little while since my last Ambisonics on YouTube post, so I thought I’d share a filter I’ve made to help make YouTube Ambisonics content sound better! As you may have noticed, the audio that comes off YouTube once your spatial, Ambisonic, audio is uploaded is quite coloured compared to the original. This is due to the Head Related Transfer Functions used in the modelling of the system. If the HRTFs exactly model your own hearing system, then we wouldn’t notice it, but as they won’t, you will!
Very good solution from one of my favourite ambisonics experts. Check out also the other tutorials on his blog site!
Brille auf, Welt aus: Virtual Reality hält gerade Einzug in unseren Alltag, sie wird unser Leben verändern. Was genau die neue Technik mit uns anstellen wird, ist noch nicht klar.
Special binaural mix for an interesting radio documentary now available. It's of course in German, but with many soundbites from VR apps in English, with some basic knowledge of German you'll guess what's going on....
We’ve been heads down working towards the public beta release of our Rondo360 VR audio solution, and we’re in the homestretch! The last few months have been spent testing the tools directly with a select group of VR/360 content creators and audio professionals.
In 1973, binaural stereophony was introduced to the German public during the International Broadcasting Fair (IFA) in Berlin. Based on the invention of dummy head microphones binaural (or head-related) stereophony provided facsimile sound recordings that enabled the listener (when using headphones) to experience the full spatial acoustics of the original recording...
Based on contemporary publications, sources from broadcasting archives, and oral history interviews, this paper will argue that the radio makers’ rejection of head-related stereophony was rather based in contemporary listening and recording practices than in actual shortcomings of binaural stereophony.
Interesting findings on the historic development of "Kunstkopstereophonie" in German broadcasting during the 1960's and 1970's.....
Also stroll around on the blog and have a look at the other interesting and detailed articles on the subject!
Was 1981 noch nach Science Fiction klang, ist heute zum Teil schon Realität. In seiner Dokumentation in stereo erforscht Ekkehard Kühn welche Konsequenzen technische Neuerungen für unsere Hörgewohnheiten haben.
Provided you do understand some German: Listen to an extraodinary radio documentary @bayern2 from 1981 in binaural aka dummy head stereo. You will be witnessing research and developments that lead to mp3, loudness war and many other issues....use the hq 224 kbps mps and wear headphones.
Spatial audio is a key element for an immersive virtual reality (VR) experience. By bringing spatial audio to the web, the browser can be transformed into a complete VR media player with incredible reach and engagement. That’s why the Chrome WebAudio team has created and is releasing the Omnitone project, an open source spatial audio renderer with the cross-browser support.
You don't kow what is possible in a browser these days....
The goal of S3A is to deliver a step-change in the quality of audio consumed by the general public, using novel audio-visual signal processing to enable immersive audio to work outside the research laboratory in everyone’s home. S3A aims to unlock the creative potential of 3D sound and deliver to listeners a step change in immersive experiences. To achieve this S3A brings together leading experts and their research teams at the Universities of Surrey, Salford and Southampton and the BBC Research & DevelopmentEmpty description
Hedrot (for "head rotation tracker") is a low-cost (less than 40 euros) and efficient open-source hardware/software solution for head tracking. Hedrot is especially suitable for binaural rendering (3D-Audio on headphones), and has been initially designed for use with the binaural renderer Bipan as part of the Bili Project.
Instructions and software for a DIY ow-cost headtracker. Just ordered the gear to try it out myself.
J.G.Ballard's early fiction is full of sonorous surrealism. In this special edition of Between the Ears we go Between Ballard's Ears. Two new, specially commissioned, binaural adaptations of his work reveal the....
Two absolutely thrilling binaural productions by the BBC!
We are pleased to announce the update of Ambi Pan to v1.1, with a new resizable transparent window called Ambi Scene. Ambi Scene is connected to all Ambi Pan plugins in your session, and allows panning multiple sources on top of an equi-rectangular 360 video. It greatly simplifies the process of producing accurate 3D audio for 360 videos. The update is free for all customers.
Proms in Binaural Sound If quality of sound is important to you when listening to classical music, you may be interested in some experiments we’ve been doing around the Proms. Read on to discover how you can enhance your listening experience on headphones…
Our daily life isn't set on a stage before us, we are part and parcel of the entire performance – caught in the midst of it all. We created a 3D audio software with the idea of enabling the production of fully immersive sound, that mimic our experience of waking life: The Sound of the Mountain (MNTN).
Kopfhörer und 3-D-Brille genügen: Berliner Akustikforscher erschaffen den virtuellen Konzertsaal.
Article in German from Süddeutsche Zeitung on exiting research from Berlin's Staatliches Institut für Musikforschung on the visual influence on hearing using utilising state-of-the-art binaural, 3DAudio and 360° video/VR technology
In March 2013, Radio France launched a new part of its website, called nouvOson, to convey 5.1 surround sound and binaural audio. In November 2015, an updated version of the website was released that included new functionalities such as a binaural filters selection. The binaural technique was initially chosen to reach people who do not have a home theatre set for 5.1 reproductions as well as for mobile applications.
Binaural 3DAudio in broadcasting: Insights from pioneers @nouvOson @radiofrance
Sound is probably the second most important part of creating a compelling immersive VR experience, but it’s also usually put off to the end as an afterthought. The visual system is so dominant that this is not a huge surprise, but I thought that it’d be worth focusing on trends of immersive sound on the next four episodes of the Voices of VR podcast starting with Dolby Atmos’ solution for creating spatialized sound with audio objects.....
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