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Audio professional here also! I too have used zooms as backup and as a primary mixer. This comment is on point. I’d like to add that close mic-ing and multitrac
by wizardforhire 8y ago
Audio professional here also! I too have used zooms as backup and as a primary mixer. This comment is on point. I’d like to add that close mic-ing and multitrack recording are never going away. Given that, it would be nice to have high quality ambisonic microphones with inline dsp’s and post production suites designed to handle the new spatial awareness. There needs to be a standardazion for spatial audio information developed for cross compatibility and a new UI design on the channels strips in the Daws to ease workflow. I’m envisioning instead of a pan knob a trackball or trackpad would suffice. Diving deeper, there could be channel programmable parameters to set room size, aborbtion and reflection rates.
- femto 8y agoIf it's not off topic, what's your take, as a professional, on the value of a single chip with the ability to record/playback several hundred channels? Are these a readily available piece of kit, or are they not worth having? I ask because as part of a student project we've demonstrated a delta-sigma DAC on an FPGA with very good dynamic range. We should be able to put a lot of these onto the one FPGA. It might also be extended to an ADC.
- chaboud 8y agoAs an audio professional, I think you’ll find some interest, but it will be limited. Massive channel count can be useful in beam forming cases (e.g. Shure MXA910 array ceiling panel) or spatialization/impulse-representation cases (e.g. Meyer constellation). I do think that consumer mic array representation could be valuable eventually, but you’re going to need to beat the costs of ADC’s and simple multiplexed front ends. An FPGA is an expensive way to do that at volume (think ASIC). Consider per-channel gain stages for dynamic range enhancement...
- femto 8y agoThanks for the response. Good point on multiplexing, as fast high resolution single/dual channel ADCs are now cheap. It will be interesting to look at how much the multiplexing costs relative to FPGA (which can be quite cheap). At this stage the circuit we have is mostly a curiosity, but it will be interesting to experiment with it.
- pasta 8y agoI think this is already happening in games. With ray tracing the reflections are calculated from the player's view point. The audio processor then uses this information and outputs 3D sound. I think it will be interesting to see how this develops now Nvidia has 'affordable' cards with dedicated ray tracing. Keywords: spatial sound rendering