Stefan:
 
These guys won't have anything for the public for another YEAR+ . . . so  
any thought of a substantial announcement at CES 2011 was based on  
"misinformation."
 
This is a standards group that is still figuring out who is going to PAY to 
 PLAY.
 
Which brings us back to the key question -- WHO is going to PAY to get Dr.  
Farina (or a suitable substitute) involved?
 
Mark Stahlman
Brooklyn NY
 
 
In a message dated 1/10/2011 12:55:10 P.M. Eastern Standard Time,  
[email protected] writes:

Hi...

Some further link related to 3D Audio  Alliance:

http://www.ultimateavmag.com/content/srs-advanced-rendering-lab

However,  there doesn't have to be a lot of activity at CES 2011. (I 
didn't see any  information, so...)


> This algorithm, called Circle Cinema 3D  Audio (CC3DA), adds the 
> element of depth to a soundtrack by analyzing  cues in the mix (phase, 
> amplitude, etc.) and using psychoacoustic  tricks to render sounds out 
> in the room or behind the walls.  According to Kraemer, this process 
> uses completely different  principles than conventional head-related 
> transfer functions (HRTFs),  though it uses those as well.
>
> The demo consisted of several  clips from Avatar, and Kraemer switched 
> between conventional 5.1 and  2-channel (front left and right) with the 
> CC3DA algorithm. In  2-channel mode, I was amazed to hear sounds appear 
> to emanate from  different distances--objects in the foreground sounded 
> closer than  objects in the background. When he switched to 5.1, the 
> entire  soundfield immediately flattened against the walls. As I 
> remarked at  the time, "The 2-channel processed sound is more 
> surrounding than the  5.1!"
>

So, this seems to be something like  this:

http://www.dolby.com/consumer/understand/playback/dolby-pro-logic-iiz.html

>  Unlike the open-source 3DAA multidimensional-audio standard, which is 
>  a couple of years from fruition, CC3DA is an SRS-exclusive algorithm 
>  that should appear in consumer products next year, and it seems to be 
>  a perfect compliment to 3D video.

So much to the best "open" intents.  ("Open-source" and "open" doesn't 
have to be the same in this area, small  hint...)

Best,
Stefan

P.S.: In fact, they didn't demonstrate  any 3D source. (Even if they 
could have done, see  configuration.)



Stefan Schreiber wrote:

> Dear  "sursound fellows"
>
> A technique journalist (and friend of mine)  has sent me a link, which 
> is relevant to this list:
>
>  http://www.3daa.org/index.html
>
> I believe that this "3D Audio  Alliance" will announce a lot more at 
> the CES 2011 (trade  fairy).
>
> Currently, there is even no member list (Uli wrote  this, important 
> point!), which means that this is something at early  stage.
>
> On the other hand, the audio standard will be "object  based", not 
> "speaker based". (I am using < their > terminology.  Is a sound field 
> an "object"?  Probably not...)
>
>  Is anybody involved in this project here?
>
> The description  could fit to Ambisonics, but they do not mention < any 
> >  technical details.
>
> The first specifications "is expected to be  released in Q2 of 2012".
>
> Best,
>
>  Stefan
>
> P.S.: I have recommended to use the word "3D Audio"  even some years 
> ago, for mere marketing reasons...     ;-)
>
>

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