Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-04 Thread Matthias Kronlachner

Hi!

On 12/2/13 10:33 PM, Julian Rabius wrote:

Matthias, your plugins will be very appreciated.

Are the IEM-Cube and Mumuth impulse responses available?
They should have been released since the LAC 2013, you can ask the 
authors about that: http://lac.linuxaudio.org/2013/papers/60.pdf
These BRIRs will be included in my plugin-suite (with compensation 
filters already applied).


Matthias
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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-04 Thread Fons Adriaensen
On Wed, Dec 04, 2013 at 01:24:05PM +0200, Matthias Kronlachner wrote:

 Are the IEM-Cube and Mumuth impulse responses available?

 They should have been released since the LAC 2013, you can ask the
 authors about that: http://lac.linuxaudio.org/2013/papers/60.pdf
 These BRIRs will be included in my plugin-suite (with compensation
 filters already applied).

The paper refers for download to the main KUG site, but I didn't
find the measurements there.

Ciao,

-- 
FA

A world of exhaustive, reliable metadata would be an utopia.
It's also a pipe-dream, founded on self-delusion, nerd hubris
and hysterically inflated market opportunities. (Cory Doctorow)

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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-03 Thread dw

On 02/12/2013 20:33, Julian Rabius wrote:


Of course, personal HRIRs are to be prefered, but up to now I use these:
https://dev.qu.tu-berlin.de/projects/measurements/wiki/Impulse_Response_Measurements


I came across these KU100 data:
http://www.audiogroup.web.fh-koeln.de/ku100hrir.html
although I have not used them, and there are none I fancy..


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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-03 Thread dw

On 02/12/2013 21:08, Andy Furniss wrote:


Interesting and cheap - not so sure about the magnetometer near speakers.


Less of a problem than eating the baked beans that were stowed next to 
the fluxgate compass sensor, coming down the North Channel one night, 
one would think.


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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-03 Thread Julian Rabius
Am Dienstag, den 03.12.2013, 19:17 + schrieb dw:

 I came across these KU100 data:
 http://www.audiogroup.web.fh-koeln.de/ku100hrir.html
 although I have not used them, and there are none I fancy..

There is a special fileformat used for these HRIRs, Miro - measured
impulse response object, and it seems you need a matlab license to open
it. I have not been able to use octave instead so far, though it seems
that this might be possible with future versions of octave.

On the audiogroup cologne server there is also an impressive collection
of binaural and other IRs, recorded in the WDR broadcast studios.
http://www.audiogroup.web.fh-koeln.de/wdr_irc.html
Again, the Miro datatype is used and matlab is necessary to open the
data.

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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-03 Thread Marc Lavallée
It looks like Miro is just a specification.
The data is in standard .mat files that Octave can open;
the Miro dataclass is not required to access the data.
--
Marc

Tue, 03 Dec 2013 21:12:46 +0100,
Julian Rabius rab...@t-online.de a écrit :

 Am Dienstag, den 03.12.2013, 19:17 + schrieb dw:
 
  I came across these KU100 data:
  http://www.audiogroup.web.fh-koeln.de/ku100hrir.html
  although I have not used them, and there are none I fancy..
 
 There is a special fileformat used for these HRIRs, Miro - measured
 impulse response object, and it seems you need a matlab license to
 open it. I have not been able to use octave instead so far, though it
 seems that this might be possible with future versions of octave.
 
 On the audiogroup cologne server there is also an impressive
 collection of binaural and other IRs, recorded in the WDR broadcast
 studios. http://www.audiogroup.web.fh-koeln.de/wdr_irc.html
 Again, the Miro datatype is used and matlab is necessary to open the
 data.
 
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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-02 Thread Bo-Erik Sandholm
Can you assist by pointing to a VST or standalone decoder that will accept for 
example MIDI input and give us a good headphone decoding of AMB files ?
There are several ways of doing head tracking that we might be able to get to 
work if we have the back end already done ;-)

Best Regards
Bo-Erik

-Original Message-
From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Stefan 
Schreiber
Sent: den 1 december 2013 15:20
To: Surround Sound discussion group
Subject: [Sursound] VR and cheap headtracking in 2013...

Hi...

FYI:

http://mihosoft.eu/?p=868

http://www.durovis.com/index.html

Short description:
- VR system (including head-tracking) via a frame holder, lenses and any 
smartphone
- do it yourself version of Oculus Rift.


My question would be why (by now) nobody seems to be able to 
offer/design some HT (head-tracking) headphones, considering that you 
wouldn't need any displays or lenses for audio...

You could glue a smartphone to your head and decode the 5.1/B format 
source according to your current head position/tilt.  This solution 
ain't look good, but it will work...  :-D

If not, you could use one or two commercially available sensors included 
into some headphones... Note that any sensors would need some 
communication link (Bluetooth etc.) to  the place where the music is 
actually decoded, which might be a smartphone, 5.1 receiver etc. (You 
also would have to include some form of battery into the headphone, to 
supply energy for the sensors and communication IC/antenna.)

Best,

Stefan Schreiber


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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-02 Thread David McGriffy
You probably don't want to control the decoder directly.  Better to 
control a rotate unit in front of it.   This would be easy to rig up in 
Blogue Bidule or Max/MSP with MIDI or OSC input.


Some decoders, like my own VVMicVST, have the right parameters to 
control the direction, but I doubt any are built with real time changes 
in mind.  I know, for example, that VVMicVST would produce nasty zipper 
noise if you change the azimuth too fast.


On the other hand, some rotate units have either interpolation or even 
audio rate control inputs to smooth this out.  I know the one in the 
Ambisonic Toolkit does, and I recently coded one up myself for a project 
that can do it either way.  I'm not sure about B-Proc, anyone?


David McGriffy
VVAudio

On 12/2/2013 2:47 AM, Bo-Erik Sandholm wrote:

Can you assist by pointing to a VST or standalone decoder that will accept for 
example MIDI input and give us a good headphone decoding of AMB files ?
There are several ways of doing head tracking that we might be able to get to 
work if we have the back end already done ;-)

Best Regards
Bo-Erik




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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-02 Thread Matthias Kronlachner

On 12/2/13 6:41 PM, Andy Furniss wrote:

David McGriffy wrote:

You probably don't want to control the decoder directly.  Better to
control a rotate unit in front of it.   This would be easy to rig up in
Blogue Bidule or Max/MSP with MIDI or OSC input.


I've been waiting to see if this will appear.

http://www.matthiaskronlachner.com/?p=1723

and hoping it will work with -

http://www.matthiaskronlachner.com/?p=624


Sorry for keeping you waiting...

If you are on OSX just send me an email and I will send you a link to a 
beta installer. (5th order VST Plug-ins)
Actually my rotation plug-in has OSC integrated (which listens exactly 
to the Kinect head tracking app), but with Reaper you can also route OSC 
messages to control plug-ins. (It's not very nice from the plug-in to 
have it's own communication to the outer world I would say)



Although I warn you, the Kinect head tracking takes a lot of CPU power 
and the convolutions for the binaural decoder as well (if you choose eg. 
the IEM Cube or Mumuth as virtual venue). My binaural plug-in is very 
uneconomic in this sense. It will simply convolve every loudspeaker 
signal with the related binaural room impulse responses. For the late 
reverberation this is probably an overkill but well, it's straight 
forward...
The presets with Kemar HRIRs are much more cheap concerning CPU but I 
prefer not to listen in a dead room.


I recommend using something like this for head tracking which save your 
CPU power for real time audio: 
http://www.rcgroups.com/forums/showthread.php?t=1677559


And I am also waiting for headphones with integrated head tracking to 
appear.



Hope to be able to post a download link and a link to the source 
repository of the ambix plug-ins soon.



Matthias



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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-02 Thread Julian Rabius
Matthias, your plugins will be very appreciated.

Are the IEM-Cube and Mumuth impulse responses available?


I am successfully using the SoundScape Renderer (SSR), with headtracking
through the Razor AHRS.

http://spatialaudio.net/ssr/

https://github.com/ptrbrtz/razor-9dof-ahrs/wiki/Tutorial

SSR works very well, under both Linux and OSX. I use it for virtual
stereo monitoring, but it is possible to use a higher number of virtual
speakers as well (horizontal only).

I was really fascinated by the smyth realiser A8.
http://www.smyth-research.com/products.html
But it is expensive, has only a limited tracking angle, and, worst, a
very high latency. 
SSR gives me the possibility to listen in realtime while recording,
playing virtual instruments and so on (jack latency 2.9 ms, no xruns).

Of course, personal HRIRs are to be prefered, but up to now I use these:
https://dev.qu.tu-berlin.de/projects/measurements/wiki/Impulse_Response_Measurements

Did anyone write (or modify) a small application to transform RAZOR AHRS
measurements to OSC signals? I have tried to do so (in python), but it
has not proved usable yet... 


Thanks to all in this list for your enthusiasm, the great work and your
sharing of immense and very valuable information.
This is my first post, but I have been lurking for quite a while...

Julian




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Re: [Sursound] VR and cheap headtracking in 2013...

2013-12-02 Thread Aaron Heller
Not cheap, but the Smyth Research Realizer does do head tracking with any
headphones.  It also measures your HRTFs and headphone's response.  I
played with it at Burning Amp this year and it was quite effective at
externalizing the sound from headphones.

  http://www.smyth-research.com/products.html




On Mon, Dec 2, 2013 at 1:08 PM, Andy Furniss adf.li...@gmail.com wrote:

 Matthias Kronlachner wrote:

 On 12/2/13 6:41 PM, Andy Furniss wrote:


  I've been waiting to see if this will appear.

 http://www.matthiaskronlachner.com/?p=1723

 and hoping it will work with -

 http://www.matthiaskronlachner.com/?p=624

  Sorry for keeping you waiting...

 If you are on OSX just send me an email and I will send you a link to a
 beta installer. (5th order VST Plug-ins)


 NP about the waiting :-) it's good to know that the project is still alive
 and thanks for the offer but I am using Linux.


  Actually my rotation plug-in has OSC integrated (which listens exactly
 to the Kinect head tracking app), but with Reaper you can also route OSC
 messages to control plug-ins. (It's not very nice from the plug-in to
 have it's own communication to the outer world I would say)


 Sounds good, being just a home user I am not used to pro audio apps with
 plugins etc. Something like this would certainly make me take the plunge.


  Although I warn you, the Kinect head tracking takes a lot of CPU power
 and the convolutions for the binaural decoder as well (if you choose eg.
 the IEM Cube or Mumuth as virtual venue). My binaural plug-in is very
 uneconomic in this sense. It will simply convolve every loudspeaker
 signal with the related binaural room impulse responses. For the late
 reverberation this is probably an overkill but well, it's straight
 forward...
 The presets with Kemar HRIRs are much more cheap concerning CPU but I
 prefer not to listen in a dead room.


 Hmm, I guess I won't know about CPU without testing - though I have a quad
 core 3.4Ghz it is getting a bit old now.


  I recommend using something like this for head tracking which save your
 CPU power for real time audio:
 http://www.rcgroups.com/forums/showthread.php?t=1677559


 Interesting and cheap - not so sure about the magnetometer near speakers.


  And I am also waiting for headphones with integrated head tracking to
 appear.


 Yea, but only if Sennheiser will do it and part exchange my current ones
 :-)


  Hope to be able to post a download link and a link to the source
 repository of the ambix plug-ins soon.


 Great, will keep a look out and thanks for this work.


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