So prior knowledge is not simple - and indeed, dominates our perceptual
performance. Sensory stimuli just serve as updates
Peter,
This must be why I find it so difficult to persuade people when I am right
and they are wrong (hysteria, did you say?) ...
The nice thing, of course is that
Hi
As usual, we seem to be going around in circles.
I found a trace of a Sursound posting I made two and a half years ago. :-)
Richard Dobson wrote:
Out of interest - what research has been done on this where the
listeners were lying down?
The subject is not my area, but I know of an old
-Erik Sandholm
Stockholm
-Original Message-
From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Sampo Syreeni
Sent: den 26 november 2014 04:36
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
On 2014-11-19, dw
Have I really heard sounds from below me?? Yes, all the time - every time
I walk around (other than a really, really, soft carpet), in stair wells
let alon leaning out of windows, in cable cars, in microlights, hot air
balloons, mesh floored lighting bridges - I could go on and on (and I
Hi
Exactly what Dave wrote.
The human auditory system has also learned and got used to which
particular
sounds normally come from above and from below. Leaves rustling in the
wind,
birds, aeroplanes - from above. Footsteps etc. from below. I have tried
playing such sounds from the wrong,
-boun...@music.vt.edu] On Behalf Of Eero Aro
Sent: 26 November 2014 12:32
To: sursound@music.vt.edu
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
Hi
Exactly what Dave wrote.
The human auditory system has also learned and got used to which particular
sounds normally
On 26 November 2014 at 12:31, Eero Aro eero@dlc.fi wrote:
Hi
Rotating the soundfield onto it's side (= rotating laterally -90
degrees) makes the
listener totally whacked up, as an aeroplane just simply doesn't pass you
by from
your _left_ side. :-)
Unless, of course, you are a
Sampo Syreeni wrote:
True. But then, at the same time, have you ever truly heard sounds from
right below yourself? Does even the human auditory system *really* know
what it means to hear something from below?
Think about it or awhile. In the psychoacoustic sense there actually
might not
On Wed, Nov 26, 2014 at 11:17:44AM -0700, Martin Leese wrote:
It might help if you think of this as from the
direction of your feet as opposed to due
below. This is normal when you are lying flat
on your back in bed.
Reading this, I couldn't resist testing the idea.
Laying on by bed with my
...@linuxaudio.org]
Sent: 26 November 2014 20:22
To: sursound@music.vt.edu
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
On Wed, Nov 26, 2014 at 11:17:44AM -0700, Martin Leese wrote:
It might help if you think of this as from the
direction of your feet as opposed to due
: 26 November 2014 11:39
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
Have I really heard sounds from below me?? Yes, all the time - every time
I walk around (other than a really, really, soft carpet), in stair wells
let alon
[de...@iki.fi]
Sent: 26 November 2014 01:27
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
On 2014-11-12, Adam Somers wrote:
VR video (or as we call it, Cinematic VR) is in some ways the perfect
use-case for ambisonics
...@derby.ac.uk
t: 01332 593155
From: Sursound [sursound-boun...@music.vt.edu] On Behalf Of Sampo Syreeni
[de...@iki.fi]
Sent: 26 November 2014 01:27
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available
I will make a couple of points, rather than answering the question..
The most obvious feature (to me) of the pinna is front/back asymmetry.
The biggest failure of binaural is front/back discrimination.
Has anyone managed to cause the apparent source of a sound rise up in
the air by changing
: 01332 593155
From: Sursound [sursound-boun...@music.vt.edu] On Behalf Of Daryl Pierce
[da...@darylpierce.com]
Sent: 26 November 2014 22:25
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available
...@derby.ac.uk
t: 01332 593155
From: Sursound [sursound-boun...@music.vt.edu] On Behalf Of Dave Malham [
dave.mal...@york.ac.uk]
Sent: 26 November 2014 11:39
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio
I have many molds and casts of my ears and head in different materials.
I can, for instance put my face ( in plaster ) on the back of my head.
Once you start with something that works for you, your own natural
hearing, for example, it is remarkably difficult to break, or
understand. How would
On 2014-11-12, Adam Somers wrote:
VR video (or as we call it, Cinematic VR) is in some ways the perfect
use-case for ambisonics. This year we've created hundreds, if not
thousands, of b-format recordings with accompanying 360º 3D video.
It really is. Because of the basic, most-old-fashioned
On 2014-11-21, dw wrote:
The state-of-the-art finds it very difficult to render sounds below
the listener.
True. But then, at the same time, have you ever truly heard sounds from
right below yourself? Does even the human auditory system *really* know
what it means to hear something from
On 2014-11-19, dw wrote:
There are numerous examples where the predictions of HRTF localisation
are falsified by observations. What is one to think of the science?
So now you'd need to define what you mean by HRTF's. I at least think it
means the full, static, anechoic impulse response from
I downloaded it last week and listened to it a few times, but listening on
closed-back headphones (MDR7506) it doesn't work that well for me. Although the
horizontal localisation is fine, I don't get any vertical clues. I also find
the whole recording rather disorientating - not a pleasant
The MDR-7506 headphones are effectively the same as the MDR-V6, so that's
probably it.
Regards,
John
On 24 Nov 2014, at 20:25, dw d...@dwareing.plus.com wrote:
I have found only two models of headphones that seem to compromise the
binaural effect, and those are the Sony MDR-V6 and V7.
You are too kind:-)
I improved my Koss KSC75 with a pad of 8 layers of horticultural fleece
under the foam. It flattens the bass a little, and attenuates hf
reflections.
On 24/11/2014 21:16, John Leonard wrote:
The MDR-7506 headphones are effectively the same as the MDR-V6, so that's
--On 24 November 2014 21:16 + John Leonard j...@johnleonard.co.uk
wrote:
The MDR-7506 headphones are effectively the same as the MDR-V6, so
that's probably it.
I don't find binaural demos very effective; and guess what - I use
MDR-7506 headphones!
Paul
--
Paul Hodges
The above file _does_ work for me. (only?)
Unfortunately for you, if you click the third icon in the player, the
spectrogram shows no obvious higher frequency pinna cues.
One of Hugo Zuccarelli's demos does have good height cues for me, and
many others, but that is the only one in hundreds of
It claimed to use state of the art applications of binaural rendering.
Because I cited one white paper does not mean I have only read one in my
life, or base my opinions on those of the BBC.
I did not say you '_represent_ binaural science'.
I do not pretend to understand it. Others do. I think
On 22/11/2014 02:43, Stefan Schreiber wrote:
I don't believe that the BBC study is really flawless, BTW. (Günther
Theile thought the same.)
Günther Theile is not one of my drinking buddies, I wish he was. BTW
the Stax demo is not that great..
Stefan. bach, You have not actually downloaded it, nobody has!
Unless you are making the assumption that very low bitrate MP3 is the
same as 24bit flac, there is nothing to discuss.
On 22/11/2014 02:30, Stefan Schreiber wrote:
http://www.freesound.org/people/dwareing/sounds/255159/
This
dw wrote:
It claimed to use state of the art applications of binaural rendering.
Because I cited one white paper does not mean I have only read one in
my life, or base my opinions on those of the BBC. ´
and ...
Previous work http://www.bbc.co.uk/rd/publications/whitepaper250 has
shown...
On 2014-11-17, Pulkki Ville wrote:
Sampo mentioned that he heard our demo at Aalto. Here is the title and
the abstract of the demo, which we first showed in AES 55th conference
on spatial audio.
I heard two separate demonstrations, actually. Ville showed me a
headtracking binaural recording
Sampo Syreeni wrote:
...
Ville, Archontis, I hope in time you link to the paper involving the
fourth order DirAC demo I heard of new. Because that shit is
*seriously* impressive. Close to spatially transparent even to my
rather discerning ear.
Using 4th order via (head-tracked) headphones
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
On 19/11/2014 22:12, Stefan Schreiber wrote:
Your posting seems to be meaningless if not arrogant, BTW.
Let me put it in a more positive way then.. Your thinking is
representative of the state of the art in binaural science.:-)
Previous work
Message-
From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Adam
Somers
Sent: den 20 november 2014 21:59
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio
Available?
Hi Daryl,
On Thu, Nov 20, 2014 at 11:30 AM, Daryl
The state-of-the-art finds it very difficult to render sounds below the
listener. To do it with a 'flat' frequency response, and referenced to
ground/gravity ie.. unaffected by normal, small head movements is a
bonus. It is just a pity it might take a while to get used to..
I can't tell after
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https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe
dw wrote:
The state-of-the-art finds it very difficult to render sounds below
the listener. To do it with a 'flat' frequency response, and
referenced to ground/gravity ie.. unaffected by normal, small head
movements is a bonus. It is just a pity it might take a while to get
used to..
I can't
dw wrote:
On 19/11/2014 22:12, Stefan Schreiber wrote:
Your posting seems to be meaningless if not arrogant, BTW.
Let me put it in a more positive way then.. Your thinking is
representative of the state of the art in binaural science.:-)
Previous work
http://www.smyth-research.com/articles_files/SVSAES.pdf
As example for a professional system...
Best,
Stefan
Stefan Schreiber wrote:
dw wrote:
On 19/11/2014 22:12, Stefan Schreiber wrote:
Your posting seems to be meaningless if not arrogant, BTW.
Let me put it in a more positive way
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
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
: 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
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
On 20/11/2014 17:59, Adam Somers wrote:
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,
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
This is the competition for ambisonics in VR recording of real world event, I
love the shape of the camera/microphone!
And it is not even a joke.
http://www.vr-gaming.co.uk/oculus-rift-vrsfx-binaural-audio-pitch-perfect-presence/
- Bo-Erik
___
Sursound
] On Behalf Of Jake
Williams
Sent: den 18 november 2014 19:40
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
I have recently been involved in a 3d realtime fulldome show. We are looking
into making an oculus version
On 13/11/2014 03:52, Adam Somers wrote:
Still, I've yet to find a solution for b-to-binaural which is as convincing
as some of the BRIR-based object-sound spatialization packages (e.g. DTS
HeadphoneX and Visisonics Realspace). I think what's primarily lacking is
externalization, which perhaps
Bo-Erik Sandholm wrote:
This is the competition for ambisonics in VR recording of real world event, I
love the shape of the camera/microphone!
And it is not even a joke.
http://www.vr-gaming.co.uk/oculus-rift-vrsfx-binaural-audio-pitch-perfect-presence/
- Bo-Erik
Binaural recordings
On 19/11/2014 20:42, Stefan Schreiber wrote:
The VRSFX system can do 2-dimensional head-tracking. At best!
I have a feeling head-tracked nodding is not going to help the
combination of Ambisonics and binaural.
___
Sursound mailing list
I would add that there are some very well developed tools for
authoring/assembling content from scratch (no prerecorded soundfield) or
adapting various elements of that type into one unified sound design. I get
the feeling (or I know for a fact) most of these other options are tied to
legacy
dw wrote:
On 19/11/2014 20:42, Stefan Schreiber wrote:
The VRSFX system can do 2-dimensional head-tracking. At best!
I have a feeling head-tracked nodding is not going to help the
combination of Ambisonics and binaural.
Completely wrong perspective, in this context.
VR requires
dw wrote:
On 19/11/2014 20:42, Stefan Schreiber wrote:
Binaural recordings have weaknesses:
- They are definitively coloured by the chosen pinnae forms,
head-shape (and maybe torso-shape). The kunstkopf approach means
that you will have to chose some general HRTFs filters during
On 19/11/2014 22:01, Stefan Schreiber wrote:
dw wrote:
On 19/11/2014 20:42, Stefan Schreiber wrote:
The VRSFX system can do 2-dimensional head-tracking. At best!
I have a feeling head-tracked nodding is not going to help the
combination of Ambisonics and binaural.
Completely
I am thinking of FOA above.
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https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here, edit
account or options, view archives and so on.
There are numerous examples where the predictions of HRTF localisation
are falsified by observations. What is one to think of the science?
On 19/11/2014 22:12, Stefan Schreiber wrote:
dw wrote:
On 19/11/2014 20:42, Stefan Schreiber wrote:
Binaural recordings have weaknesses:
- They are
dw wrote:
On 19/11/2014 22:01, Stefan Schreiber wrote:
dw wrote:
On 19/11/2014 20:42, Stefan Schreiber wrote:
The VRSFX system can do 2-dimensional head-tracking. At best!
I have a feeling head-tracked nodding is not going to help the
combination of Ambisonics and binaural.
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
Stefan Schreiber wrote:
(Maybe they are looking out for some investor money. You never know
with all these Calofornian startups which have all such a history
behind...:-D )
Californian, of course.
Stefan
P.S.:
Etymologically, Calofornian is interesting, though.
calo from:
On 19/11/2014 23:08, Paul Doornbusch wrote:
On 20 Nov 2014, at 10:01 AM, dw d...@dwareing.plus.com wrote:
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
(Bo-Erik Sandholm)
As I in the last year have had an interest in listening to tetramic FOA
recordings over head phones with head tracking, and in that context been
thinking of listening to other recordings with head tracking I want to
comment.
To me this demo is really cool since the
I have recently been involved in a 3d realtime fulldome show. We are
looking into making an oculus version. The soundtrack is ambisonic and we
will be looming to convert to binaural. This may not in anyway be helpful. J
On 12 Nov 2014 18:24, Braxton Boren bbbo...@gmail.com wrote:
Hey everyone,
Jake, check out Richard's Blue Ripple Sound plugins. They do a pretty
awesome amb-binaural.
Ben
On Tue Nov 18 2014 at 1:40:24 PM Jake Williams mrjake...@gmail.com wrote:
I have recently been involved in a 3d realtime fulldome show. We are
looking into making an oculus version. The soundtrack
-Original Message-
From: Sursound [mailto:sursound-boun...@music.vt.edu] On Behalf Of Jake Williams
Sent: den 18 november 2014 19:40
To: Surround Sound discussion group
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
I have recently been involved in a 3d realtime
Sent: den 17 november 2014 08:33
To: sursound@music.vt.edu
Subject: Re: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
Hello,
Sampo mentioned that he heard our demo at Aalto. Here is the title and the
abstract of the demo, which we first showed in AES 55th conference on spatial
Hello,
Sampo mentioned that he heard our demo at Aalto. Here is the title and
the abstract of the demo, which we first showed in AES 55th conference on
spatial audio.
Demo 3: Head-mounted head-tracked audiovisual reproduction.
Olli Santala, Mikko-Ville Laitinen, Ville Pulkki and Olli
Hi Adam, just out of curiosity when you compare b-to-binaural to BRIR
packages are you comparing, as much as is possible, with the same material
for both? If so then is the material for both designed as it would be for a
production film or game or is it a reproduction of a spatial recording of
Hi Daryl,
The comparison in question was done with the same source material,
originally created in an object sound context, converted to b-format with a
specialized utility. So, yes, we try as much as possible to compare
apples-to-apples.
Adam Somers
Jaunt, Inc.
http://jauntvr.com
On Thu, Nov
twobigears is sweet - thank you
On Thu, Nov 13, 2014 at 3:29 PM, Adam Somers a...@jauntvr.com wrote:
Hi Daryl,
The comparison in question was done with the same source material,
originally created in an object sound context, converted to b-format with a
specialized utility. So, yes, we try
Hey everyone,
Our lab is working on some audio spatialization techniques that we'd like
to sync up with visual content over the Oculus Rift. We would like to
process the Ambisonic audio content separately (using head-tracking data
from the Oculus) for binaural rendering while the interactive VR
See?
Hey everyone,
Our lab is working on some audio spatialization techniques that we'd like
to sync up with visual content over the Oculus Rift. We would like to
process the Ambisonic audio content separately (using head-tracking data
from the Oculus) for binaural rendering while the
On 2014-11-12, Braxton Boren wrote:
Our lab is working on some audio spatialization techniques that we'd
like to sync up with visual content over the Oculus Rift. We would
like to process the Ambisonic audio content separately (using
head-tracking data from the Oculus) for binaural rendering
I'm interested in this topic/the content as well but am having trouble
understanding Sampo's and Kan's responses - should we contact people at
Aalto directly?
On Wed, Nov 12, 2014 at 3:36 PM, Sampo Syreeni de...@iki.fi wrote:
On 2014-11-12, Braxton Boren wrote:
Our lab is working on some
David McGriffy wrote:
There does seem to be a lot of interest in ambisonics to binaural these days.
It certainly seems that way to me since I’ve been immersed in it of late.
Stefan, if your suggestion to the folks at JauntVR is what turned them on to ambisonics, then I must thank you as I
To clarify, as a bunch of Stanford alumni (one of CCRMA myself), ambisonics
was well known to us at Jaunt VR when we got started. Through our dealings
with Len at CoreSound we get connected to David who has provided immensely
useful tools for A-B conversion, head-tracking, and real-time binaural
Of Braxton Boren
Sent: den 12 november 2014 19:25
To: sursound@music.vt.edu
Subject: [Sursound] Oculus Rift Visual Demo + Ambisonic Audio Available?
Hey everyone,
Our lab is working on some audio spatialization techniques that we'd like to
sync up with visual content over the Oculus Rift. We would like
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