On 12/23/2010 04:32 PM, [email protected] wrote:
> Jorn:
>  
> My question about how it SOUNDS wasn't merely rhetorical.

just to make sure we talk about the same thing: stefan was suggesting
building upon third-order systems, which is what my comments were about
(since i've been working with third order for well over a year now).

> Presumably, the 3D/AA has embraced "object-oriented audio" in order to a)  
> abstract from speaker layouts b) reduce number of audio "channels" to 6 or 8 
>  (i.e. fit into 5.1/7.1 distribution media like Blu-ray) and c) to make  
> production more streamlined.

object-oriented audio with a limited number of real channels in the
traditional sense is an utter non-starter. tell any hollywood foley
artist or sound designer to make do with no more than 8 sounds at a
time, when film mixes routinely max out 96 channel consoles.

object-oriented audio is a very interesting concept, but it's not at all
clear how to deliver it to end users. and besides its inability to
represent natural recordings properly (except as an extra object that
basically has to be ambisonics or a similar format), there is the
interesting question of "copy protection": do you think hollywood sound
designers would like to deliver to the unwashed masses what is
essentially a very good discrete sample library of their very best work,
to be ripped off and re-used at the consumer's convenience?

the only way i can see OOA catch on is in the form of totally opaque
"sound rendering binaries" that run on the consumer's hardware and
deliver sounds from a binary blob, packaged like commercial software is
today. and once we're there, the concept of a "channel" ceases to exist.

> If the playback, distribution and production of audio, which -- for  the 
> first time, as per MAG's wishes -- contains HEIGHT (i.e. is truly  
> three-dimensional), isn't relatively PAINLESS, then it won't happen.

ambisonics has the potential of providing a painless workflow and
storage format. auro-3d panning, for a counter-example, is a huge pain.
the big advantage of the latter is: you don't do it. you just use those
height channels discretely, or form arbitrary stereo pairs. the big
advantage is: you don't have to throw out your expensive protools
hardware, which for all its sophistication and processing power is
(quite stupidly) limited to working with 5.1 busses...
so you just commandeer four extra auxes, and there you go.
in that sense, the utter lack of a coherent panning concept to include
height is a big plus.

> But how will it SOUND?
>  
> If the quality of the resulting 3D surround sounds terrible -- yes, QUAD  
> comes to mind -- then what a waste of time it will have been.

third-order ambisonics has the potential to sound very good, and i have
delivered a few renderings that i'm quite proud of, with the
understanding that i have merely proven the feasibility and potential of
third-order ambi, and that better sound engineers in the future will do
even nicer things with it.
especially once they can draw on thirty years of pushing the limits,
which is basically why competing with stereo is so hard - it's not that
it's that good as a system, it's just that we have a large group of
kick-ass recording and production virtuosos that can do incredible
things with it.

the big issue is to make HOA foolproof and user-friendly. a major
investment, which is forever being prevented by the chicken-and-egg
problem of "no native content".

so i'm advocating ambisonics as a production format, and exploring
toolchains to deliver 5.1 and stero from it, in the hope that in a few
years, there will be a small body of ambisonic masters out there that
pave the ground for wider adoption.

incidentally, i've just tested a large-scale third-order horizontal rig
made of eight line arrays and four 4x15" bass stacks yesterday night,
with very promising results. the idea is go take a look at ambisonics
from yet another angle, namely rock-opera kind of shows or techno events
with creative djs who wounld want to explore extra degrees of freedom in
their work. a write-up will follow soon.

> Is there an Ambisonic and/or Ambi-derived system that sounds really good  
> that should be considered?

plain old third order ambisonics is very nice indeed. usable sweet spot
for very good domestic renderings, and enough side-lobe rejection that
you can use it in arrays with 20m diameter (possibly more) and have to
get closer than 2m to a speaker opposite of the source before the sound
field collapses (tested with line arrays with very little level drop
over the entire coverage area, the performance with traditional point
sources might be slightly worse).

i'm aware of at least 3 places in europe which are capable of supporting
3rd-order periphonic post-productions, and i'd venture the guess that
within a year, that number will have tripled.


-- 
Jörn Nettingsmeier
Lortzingstr. 11, 45128 Essen, Tel. +49 177 7937487

Meister für Veranstaltungstechnik (Bühne/Studio), Elektrofachkraft
Audio and event engineer - Ambisonic surround recordings

http://stackingdwarves.net

_______________________________________________
Sursound mailing list
[email protected]
https://mail.music.vt.edu/mailman/listinfo/sursound

Reply via email to