3D Audio
Florian Anwander
Florian.Anwander at consol.de
Fri Jun 2 13:32:53 CEST 2000
Hello Carlos
> That's the main problem when simulating 3D space. You can fool the ears but
> you can't fool the brain.
Thats how those demos on the various 3D systems always work: They use
either wellknown Sounds in the virtual position everyone expects them,
or they use not known sounds and do a heavy left/right movement, so you
get courious about the position itself.
It is very astonishing, that no one recognizes a 3D sound of not moving
sources. I did once an experiment: I recorded a string quartet with
close miking on a multitrack recorder. Then I sent each instrument
through a (borrowed) Roland RSS system (positioned them quite far from
each other - lets say 4 meters between the instruments with a room width
of 20 meters) and recorded the output again on stereotracks. Those four
stereotracks I mixed down to one Stereotrack.
Now I did the same, but instead of the RSS I positioned the instruments
in the left/right panorama and used a Roland R880 (or is it R800 I don't
rmemeber the name -> that modular reverb with the nice LCD remote
control).
Now I went out of the room, a friend selected on of the both mixes and I
came back. I could not tell which of the both mixes was running. But
when I were inside the room and he was switching between the mixes it
was obvious which mix I heard.
I also can confirm that the most improved 3D effect is a four (or more)
channel recording and transmission. The quality of an multichannelsigan
which is encoded in a stereo signal depends heavily on the known size
and room relation of the room where the sound is reproduced. THX is
nothing else then strong definitions for the cinema room that is used
for a standard Dolby System
--
Florian Anwander |ConSol* HP-Support
Tel. +49.89.45841-133 |Consulting&Solutions Software GmbH
Fax +49.89.45841-139 |Franziskanerstr. 38, D-81669 München
email: florian.anwander at consol.de |http://www.consol.de
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