Re: [Sursound] Ambdec porting to android? Suitable students project - Creation of ambisonic player?

2012-05-29 Thread Bearcat M . Şandor
On Tue, May 29, 2012 at 02:42:30PM +0200 Bo-Erik Sandholm wrote:
 
I was appearently a little hot on the trail HDMI sound drivers are not yet 
verified / ported to the puppy linux distributin that is available for the A8 
based Mele 1000 settop box.

So next idea for someone else than me, porting of ambdec with a multichannel 
player to Android 2.3 instead?
Or maybe just skip the decoding on the device and play multi channel 
predecoded FLAC or OGG loudspeaker feeds, but that is not much fun :-)
And have to be verified to work.

There are a lot of low cost android players with hdmi multichannel sound 
running Android  on http://s.dealextreme.com/search/android+media+player

Have a nice summer
Bo-Erik

Something you might want to look at is the neutron player. It currently does
ambiophonic R.A.C.E DSP, and it would be really cool to add ambisonic
functionality to that. See
https://play.google.com/store/apps/details?id=com.neutroncode.mp for details.


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[Sursound] Chasing flies with ambisoinics? (was Re: microphone epiphany ?)

2012-05-29 Thread Bearcat M . Şandor
On Sat, May 26, 2012 at 04:29:10PM + Fons Adriaensen wrote:
On Sat, May 26, 2012 at 03:51:10PM +0100, Augustine Leudar wrote:

 Am I right in thinking the W component gives you enhanced distance
 information for a given sound source ?

No. W is simply essential for anything Ambisonic to work at all.

Apart from the 'proximity effect', a microphone (any) does not
provide any information on the distance of a sound source, because
there are no other physical parameters of the sound field that
provide distance information.

A sound wave coming from a source at 100m looks just the same as
one from a source at 10m. The only difference is a small change
in the curvature of the wavefront (which is what produces the
proximity effect). 

Human perception of distance is based on interpretation of the
sound: known level and spectra of certain sources, the timing
and level of reflections and reverb, etc. It's 'brainwork' based
on a learning process and the resulting expectations. No mic can
do that.

Ciao,

-- 
FA
This touches on something i've wondered for a while now. Discrete surround
always sounds as though it's in a fixed ring to me. Sounds are always the same
distance away. I've experianced that with binaural recordings as well.  Is there
a surround sound method that will reproduce actual depth enough so that you
could track the movment of a fly in a room? I'd love a system where i could hear
a fly moving towards my face, veering off a few inches away, moving at a
diagonal to 5' away then zig-zaging back and around my head. 

Would the lack of a visual component effect that strongly? I can still locate a
fly without seeing it.

Can ambisonics do that with a good mic for the W?

Thanks,

Bearcat
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Re: [Sursound] online multichannel release/side topic

2011-11-25 Thread Bearcat M. Şandor

On Fri, Nov 25, 2011 at 06:05:44PM + Dave Hunt wrote:

Hi,


Date: Fri, 25 Nov 2011 03:51:03 -
From: John Lundsten john.lunds...@blueyonder.co.uk



IMO if one wants to store so called linear PCM, use WAV. All other
formats offer less  only exist for (a) backward compatibility for
which I have no problem or (b) to screw the customer, which I find
obnoxious.



AIFF, AIFC, SD2, CAF, have no good reason to exist! (beyond some
dodgy Commercial imperative to .)
John L


WAV itself, although adopted for compatibility and universality
reasons, has been modified (BWAV, WAVE-FORMAT-EXTENSIBLE, W64, RF64),
and may become obsolete. Nothing lasts for ever.

Being a long term Mac user, almost my entire collection of audio
files are AIFF. I feel secure using it, and have never had any
problem with the format, whereas some WAV files don't work with some
applications and have to be converted

Ciao,

Dave.

Why would wav be obsoleted and all these other formats survive? Don't
they depend on wav in the first place? I know that CDs are converted to
wav first then to whatever format you want them in but can you convert a
CD directly to flac (or wavpack in my case)?  If i'm messing around (i'm 
not a serious audio

professional) in Ardour isn't it a wave file first, then a flac file (or
what have you)?
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Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-20 Thread Bearcat M. Şandor
On 07/20/2011 03:49 AM, Richard Dobson wrote:
So - noisy pterodactyls and dragons are mixing it with the brass section. How 
weird
 is that likely to sound? Especially if the music track itself has been
 recorded in surround the way so many people enthuse about here?
 
Dragons in the Brass section?  I think groups like Blind Guardian would
embrace this format in that case. :)



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Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-15 Thread Bearcat M. Şandor
I found that review/interview of the 2 channel surround sound i was
referring to earlier:

http://www.hometheater.com/content/tech-spotlight-srs-future-surround

The first copy i saw didn't have the 2nd page. In it it's explained that
you'd need speakers behind you to hear things behind you.

They speak of proximity, of things moving closer and further away from
your face. Can ambisonics do that as well?

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Re: [Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-10 Thread Bearcat M. Şandor
On 07/10/2011 11:10 AM, Stefan Schreiber wrote:

 To clarify a few basic things:
 
 The first poster in this thread (and obviously some other people who
 maybe should have known better) are claiming that you could receive a
 360º representation via just two (supposedly narrow) front speakers.

First poster here. Just to clarify, i didn't claim anything like that. I
just asked if anyone had heard any of these recent 2-channel 3D audio
systems and wondered what they thought of them.  My main point was
whining about the expense of a 12+ channel audio system vs the
possibility of full sphere surround experience with 2 channels.  In
fact, i stated that i had not heard convincing 3D yet. Perhaps a more
forward sound stage, but i've heard good body from my speakers with no
3D applied.

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[Sursound] the recent 2-channel 3D sound formats and their viability for actual 360 degree sound

2011-07-08 Thread Bearcat M. Şandor
Folks,

I've been reading up on the various proposals for 3D sound from a set of
stereo speakers. The 3D Audio Alliance is working on such a system.
Astound Surround is getting ready to market, Edward Choueiri is working
on the same idea (see:
http://www.studio360.org/2011/apr/29/adventures-3d-sound/ ) and there
are others. I used to have a Carver pre-amp with Carver's Holography
button but i could never get it to do much.

Has anyone heard a truly 3D/360 surround effect from 2 speakers using
this stuff? Ever heard a fly buzzing around your head, or an object in
the back far-left of you or some such?  Can any of this do as good of a
job as Ambisonics?  Is all of this just related to head transfer
function mathematics?

I've listened to some of the headphone applications of this like
binaural and whatever these folks are doing here
http://www.3d60.co.uk/index.php  That demo on the 3D60 page sounds
really cool, however nothing ever sounds like it's more than a foot from
my head and nothing is ever right in front of me. Why can't they create
an effect of something coming from a long distance away and getting
closer and closer behind me? If it's all related to head transfer
function you'd think you could create any sound your ears can hear.

I'm looking at my audio system building options and I'd love to throw my
money/space decor at 2 really good speakers and a good 2 channel pre-amp
instead of 12 speakers in an ambisonic system with all the associated
electronics.

Any thoughts on all this 3D through 2 channel stuff?

Thanks,

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