Immersive sound for gaming and simulation, perhaps more than for music and movies, requires preserving directionality of direct sounds, both fixed and moving, and acoustical reflections dynamically affecting those sounds, to effect the spatiality being presented. Conventionally (as with popular music), sources are panned close-microphone signals or synthesized sounds; the presentation pretends “They are here,” where spatiality is largely that of the listening environment. Convolution with room impulse responses can contribute diffuse ambience but not “real” spatiality and tone color. These issues pertain not only to 5.1 where reproduction is a 2D horizontal circle of speakers, but to advanced 3D interactive reproduction, where the listener perceives the experience at the center of the sphere of natural hearing. Production techniques are introduced that satisfy both 3D and compatible 5.1. Independent measurement confirms that the system preserves directionality and reproduces life-like spatiality and tone color continuously in the 3D perception sphere.
Author:
Miller III, Robert (Robin)
Affiliation:
FilmakerTechnology
AES Convention:
121 (October 2006)
Paper Number:
6959
Publication Date:
October 1, 2006
Subject:
Computers & Mobile Audio
Click to purchase paper as a non-member or you can login as an AES member to see more options.
No AES members have commented on this paper yet.
To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.