3D Audio Standard Released
CIStud writes The Audio Engineering Society (AES) has released its new 3D Audio Standard (AES69-2015), covering topics such as binaural listening, which is growing due to increased usage of smartphones, tablets and other individual entertainment systems that offer audio using headphones. AES states that an understanding of the way that the listener experiences binaural sound, expressed as head-related transfer functions (HRTF) facilitates the way to 3D personal audio. The standard also looks into convolution-based reverberation processors in 3D virtual audio environments, which has also grown with the increase of available computing power.
This could be quite promising if incorporated into movies and video games. I watch almost all my movies and play most of my video games at home with headphones, partially so I don't annoy those around me and so I can watch movies while others sleep, but also because I can get much better sound quality out of headphones for a fraction of the price of comparable speakers. If they can get 3D audio working out of simple headphones so I can get full surround sound out of a decent pair of headphones, then I would really like this technology. I've always thought it would make much more sense to just buy 4 sets of headphones for your movie room rather than spend thousands of dollars on a surround sound system that really only gives the correct effect for a certain position in the room.
Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
binaural = stereo
3d audio = surround sound (5.1/7.1/8.1/etc)
both have been around forever.
This is going to sound incredible on gold plated 3d monster cables!!
Didn't Dolby already produce the specs for how to convert 3D audio into pseudo-3D audio for stereo devices?
And supposedly you already can downconvert 7.1 and 5.1, and so on, to this magical Dolby spec.
On an unrelated note, I think they already produce 5.1+ surround sound headphones, if you are into that sort of thing (but you probably already know about those things if you genuinely cared about the subject).
This sounds like an advertisement for a solution that was solved 10+ years ago.
Let's not forget that this means new DRM and additional difficulty to get shit that we paid for working together.
So is it patent-encumbered ?
Does it include standards on how the copper content and the size of the cables? I need to know because I have HUGE cables.
What's wrong with OpenAL?
I love standards! There are so many to choose from!
Sounds very interesting, but not interesting enough for the $50 fee to download the spec.
Not really anything regarding stereo, but how to digitally recreate a 3D space and provide the resultant acoustic signature to stereo headphones? So, you could digitally model Carnegie Hall, or a warehouse, or a coffee shop, and if you know the locations of your point sources of audio you can then create what the room would sound like based on a given listener location and orientation? It sounds (a bit like) raytracing for audio, with the format allowing a standardized way to define the space.
Yes? No? For once, I think we actually need an *article* to go with this abstract, or at least a Bennet Haselton-style rant* as the summary.
*except factual, useful, and correct.
Is it just my observation, or are there way too many stupid people in the world?
Interactive 3D sound was incredible on my sound card with a Vortex 2 chipset back around 1999. After their acquisition by Creative Labs I've heard very little good 3D sound. Is it really that uncommon, or am I just numb? Seems odd that we're still trying to get this figured out.
I am a "taper" meaning I go to concerts, record them legally with permission of the band, and then give them away, such as uploading them to the Live Music Archive on Archive.org (I'm SmokinJoe). It's a hobby, not a business model. Some recordings sound good with headphones, and some don't, for various reasons.
HRTF or "binaural" recordings generally involve head mounted omnidirectional mics, and sound great with headphones, but not so great in a living room playback setting. More often than not we use directional mics pointed at the sound source, which gives us tapes with better living room playback, and poorer directional qualities when listening with headphones.
I would love to think I would get an editor plugin and tweak some parameters and create something with great head feel on headphones. I expect the truth will be that it's a very expensive system affordable to Sony Studios and the like, and not for the hobbiest. To be determined.
Can someone please post the link to the XKCD comic about standards so they can be modded Funny/Informative?
At the time of posting, parent post is the only informative one in this discussion, and stands out among ignorant posts asking isn't OpenAL enough (this isn't about an API, FFS!) or being paranoid regarding DRM, things that would have been avoided had those posters RTFA and made sure they had minimum knowledge of the subject area before rushing to publicize their opinions.
"Politicians and diapers must be changed often, and for the same reason."
Does this mean when I'm listening via headphones and I turn my head that an accoustical source will stay in the same absolute direction, or does it stay in the same direction relative to my (turning) head which is today's headphone experience?
Surprised that it's taken this long to get to market. The technology has been around for years.
Lake Technology in Australia pioneered this technology way, way back. Lake was bought by Dolby back in 2003 and the technology re-labelled as Dolby Headphone. Their technology uses HRTFs.