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That's not what he means, he means using wavefield synthesis which is actually trying to reproduce the physical sound field with speaker arrays, in that case yo
by spyder 4y ago
That's not what he means, he means using wavefield synthesis which is actually trying to reproduce the physical sound field with speaker arrays, in that case you don't need HRTF processing because your ears are receiving the waves from the actual positions. It can work for a bigger audience in an larger area without wearing headphones and without using head- and position-tracking but it needs lot of loudspeakers for accuracy.
https://en.wikipedia.org/wiki/Wave_field_synthesis https://en.wikipedia.org/wiki/Wave_field_synthesis
http://www.eliasmerino.com/structural-wfs.html http://www.eliasmerino.com/structural-wfs.html
https://audioxpress.com/news/holoplot-launches-wavefield-synthesis-x1-matrix-array-solution https://audioxpress.com/news/holoplot-launches-wavefield-syn...
- BizarroLand 4y agoYeah, instead of 5.1 or 7.1 surround you could have 500.1 or 1000.1 and have soundscapes that are virtually audibly indistinguishable from actually being in the location. Maybe overkill for movies but for VR immersion that could be fantastic, especially if the modules could be rigged to use Bluetooth 5.0 so that they would only need to be paired to your computer and mapped out in software the way multiple monitors are mapped out in windows.
- WithinReason 4y agoFor VR you could just use a pair of headphones with HRTF. This is what that can sound like: https://www.youtube.com/watch?v=WYdIidUIbAs https://www.youtube.com/watch?v=WYdIidUIbAs
- BizarroLand 4y agoThose are great for spatial audio, true, but they are simply not capable of making sound seem like it is directly in front of me. Some sound comes in through the nose, not a lot obviously, but enough that headphones are dramatically bad at generating sound in front of you. Plus, given enough calculation and precision, you could create areas that are nearly sonically separated from each other using wave cancellation, and as people move through the space it would change the sonic characteristics of the space and create new vibes. There's a lot of untapped awesomeness in the audio world, we just need to tools to craft them
- WithinReason 4y agoCheck out the video I linked then
- BizarroLand 4y agoI did. It never sounds like it's in front of me. It's not capable of making sound in such a way as so the sound feels like it is directly in front of me, it's always to the sides or behind me. Maybe other people feel it, but I do not.
- WithinReason 4y agoWell, I tried with some one else who also didn't feel any spatial effect. I think it depends on whether the binaural recording was done with a head/ear shape similar to yours. So you'll just have to take my word for it that the audio positioning is very accurate. A good HRTF implementation should be calibrated to your head, Sony was talking about that when discussing the PS5's spatial audio: https://youtu.be/ph8LyNIT9sg?t=2979 https://youtu.be/ph8LyNIT9sg?t=2979
- BizarroLand 4y agoI do feel it behind me, around my head, but I don't hear it coming from in front of me. It never crosses the threshold to be audibly in front of me because microphones cannot send sound in through my nose or vibrate my face.
- WithinReason 4y agoThe sound can sound the same as if it passed through your nose and face though. The model head they recorded this with had a different nose and face than yours, but you face could also be modelled in an HRTF.