Hi David...

As you are a knowledgeable expert on this stuff :-) , I would like to take the discussion of this article/interview to a higher level...


The interesting part of the interview is on the 2nd page:

http://www.hometheater.com/content/tech-spotlight-page-2


But with the full evolution to MDA, the creator can tell us, say, we want objects panned not just around a twodimensional plane, around the edges like you can do with traditional surround, but also around interior points, immersive points. Even with 7.1 today, the sound is still in a two-dimensional plane, and it still clings to the speakers and to the walls—you don’t get the feeling that you’re immersed in the soundfield.


So why not use what we know about the hearing system to create this perception of three-dimensional space and emergence without a lot of boxes hanging around the room? That defines the whole theory of psychoacoustics: Let’s use the hearing system directly, rather than indirectly with speakers all over the place.


Now, it turns out that one of the techniques for projecting sound into space based on the auditory system is something called HRTF, or head-related transfer functions, where the frequency or spectral characteristics of a broadband audio signal, like speech or music, will vary depending on the angle relative to the ear canal. And that’s because of the structure of the head and the outer ear, and the shoulders—everything. And by understanding how that changes, we can take advantage of HRTF to create sounds in three-dimensional space, from a perception standpoint, that aren’t actually coming from speakers.


Which means that they are probably using HRTF techniques. Because HRTF is an individual parameter, they would have to use some form of "standard" HRTF, as long as they don't perform individual measurements. For me, the interviewer didn't ask the right questions. To be fair, the interviewer can't have sufficient scientific/technical background if he did not read every single contribution on the sursound list during many laborious years... :-D

The next thing that you heard with CC3D was another psychoacoustic phenomenon that we kind of discovered last year about what sounds do when they come closer versus moving farther away. And we found that we were able to simulate something that normally can’t be done with traditional surround sound, which is proximity.


And again, that’s not just amplitude. So we’re taking advantage of what we learned there to create this feeling that things are being projected into space in the D axis, the depth axis.


This < might > be something new, and indeed difficult to obtain with 5.1 or (classical) Ambisonics. (If at all.)

So, when you have this two-speaker concept, this minimal-number-of-speakers concept, you can create a much more immersive soundfield because it’s matching playback to the human ear-brain system, to the perception system, in a much better way than you can when you’re just simulating surround by putting speakers around the room.


But as 2 speakers are too limited if you want to hear anything real (or at least "non-gimmick") from behind...

So what we’re working on now is essentially a multichannel or 5.1 version of the twochannel system that you heard. You can have speakers back there, as long as you treat all the speakers with the same kind of technology to maintain this immersion.


However, X-talk cancelling techniques would require close speakers. Even if you consider that you have three frontspeakers in 5.1 (C, L, R), I would think that C doesn't really matter a lot, and you still have to consider 60º X-talk cancellation between L and R.

Or is this a different 5.1 system, say Ambiophonics with 2 or 3 surround speakers?

What I heard that day at SRS was a witch’s brew of breakthrough audio technologies, a combination of new psychoacoustic depth-rendering techniques applied through the filter of a game-changing approach to mixing movie soundtracks that SRS calls Multi-dimensional Audio, or MDA. Together, they form the basis of CircleCinema 3D, a feature that will begin appearing in flat-panel HDTVs and soundbars from SRS licensees in 2012, and perhaps later, in A/V receivers.


If we speak about flat-panel HDTVs, this should be an X-talk elimination based system.

You can't offer receivers if there is not an agreed surround standard yet(supposedly based on audio objects).


The system might be a kind of combination of Mpeg-4 (audio objects) , soundfield techniques and X-talk elimination.

But the coding of depth cues seems to be something new, and if this works, it is really impressing.


Now, I just wanted to dispute the claim that SRS isn't offering anything new at all. Probably they do, at least they are trying to apply some combination of existing technologies into the maketplace.


Best regards

Stefan

P.S.: The next surround system has to be independent of speaker configurations, and to include the 3D/"sphere" aspect. If you can reproduce distance cues, even better.













Dave Malham wrote:

Hi Jörn and Bearcat

On 16/07/2011 06:56, Jörn Nettingsmeier wrote:

On 07/16/2011 01:32 AM, "Bearcat M. Şandor" wrote:

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.


Hmm, reading through this, it seems that basically they've discovered MPEG4 Spatial Audio Object Coding :-)

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


classical ambisonics doesn't really do that. on good recordings, you will get a very nice sense of distance, but that is due to distance cues which are more or less independent of ambisonics (any good recording method can do it). what you definitely won't get (with any order less than "ridiculously high") are sources closer than the ring of speakers.

Whilst I agree that you can't generally get stationary audio objects closer than the radius of the speakers on low order systems (currently, only high order Ambisonic systems, WFS or crosstalk cancelled binaural systems can do that - oh, and the various ultrasound based speakers), you can get reasonably quickly moving objects to appear to pass close by, especially if the acoustic of the playback space is dead relative to the reproduced space, provided you give enough cues (particularly early reflection patterns and proximity effect) in the soundscape to override the conflicting playback space cues. Whilst this also occurs with any decent replay methodology, it is easier with Ambisonics because (I suspect) of the fact that there is always more than one speaker producing sound, so the local space cues conflict not just with the soundscape cues, but also each other, weakening the perceptual effects of the local cues.

    Dave


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