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Surround Sound in Headphones

soundguys.com

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Re: Surround Sound in Headphones

#91

It's been 14 years since the last state of the art 3D audio experience: https://www.youtube.com/watch?v=IUDTlvagjJA has anybody done as good since then ? What's this Cetera algorithm ?

This is not an algorithm, but a recording using the binaural dummy head - that's why it sounds so good. However this technique has extremely limited practical application.

Re: Surround Sound in Headphones

#92
post #24

I find the way some of these surround virtualizations work to be odd. Like when I used Atmos, it sounded more like I was in a room surrounded by speakers instead of like I was actually immersed in the content. Maybe that's desirable for movies? It certainly didn't make sense to me for games.

That makes sense, since Atmos is a discrete set of channels designed for speakers in specific locations around the listener. The alternatives are: - record a real sound space using a binaural mic head, then simply use 2-channel output. Head tracking not supported, HRTF is physical not modeled/virtual. - build a 3D virtual sound space. Apply the HRTF in post-production with output to 2 headphone channels. Head trackin…

I'm afraid that you're wrong about how Atmos works.

Previous Dolby standards worked as you describe, but Atmos is most similar to your alernative 2.

Atmos has up to 128 audio tracks which are each positioned and moved within a virtual 3D space.

The Atmos reciever then processes this 3D space and outputs a number of channels tailored to your specific speaker set up, wherever they are positioned (and however many* speakers you have). I don't know if Atmos for headphones currently includes HRTF processing, but there is no technical reason it couldn't.

*(I believe state of the art limit for home systems is 64, but this is a hardware issue, rather an a limit of the format)

Re: Surround Sound in Headphones

#93
post #76
post #28

Earlier quoted context omitted.

I think there needs to be a standard "demo" reel of audio quality, similar to the way TVs/displays have the multi-color grid/gradient thing for showing clarity of the pixels. It's hard to compare when a person goes into one shop and hears an action movie, but in another one he hears a concert/symphony on a different speaker/headset.

so a frequency response graph? eg. https://www.rtings.com/headphones/tests/sound-quality/raw-fr...

oh yea, that's pretty much it!

Re: Surround Sound in Headphones

#94

Earlier quoted context omitted.

> a standard way to encode the position of multiple audio tracks in 3D space Isn't that the idea behind Ambisonics [1], which OpenAL Soft is based on? [1] https://en.wikipedia.org/wiki/Ambisonics

Ambisonics is for encoding a full-sphere soundfield. The components have a fixed location. Positioning individual tracks is not quite the same thing, as they can start/stop/move, and they are not limited to spherical harmonics. Video games have done exactly this for ages, but the only storage and distribution formats for that type of positional audio are still proprietary (e.g. Atmos).

They should correct me if I'm wrong, but I believe the GP's point was that there should be a standardized way for software to present spatial audio to the sound system, which can then render it according to the user's preferences. How the sound is generated (e.g. moving point sources; spatial reverb; pre-spatialized tracks) does not matter.

Yes, using even third-order Ambisonics is not as precise as rendering all point sources (and non-point sources...) exactly through the HRTF. But it is an existing standard you can use today via OpenAL Soft.

Re: Surround Sound in Headphones

#95
post #87

Shameless plug: My company also makes virtual surround sound software for headphones. But unlike other solutions (like Atmos and Airpods Pro) we generate your HRTF from a photo of your ear using machine learning. If you're interested in this stuff, please check us out too: https://embody.co/

That sounds interesting! Whats the url on your website where I upload my right ear image, enter my cc details for a one time payment and get to download my HRTF in the standard AES69 format?

This comment may not be entirely serious, but there are people out there- myself included- who would pay for the described service.

Re: Surround Sound in Headphones

#96
post #67

Earlier quoted context omitted.

> Our software works with any pair of headphones. On mobile it looks the gaming version of Immerse is only available for headphones made by a few manufacturers. Which version should I choose for AKG or Sennheiser?

Not only on mobile. What would I get for a Steelseries headset?

Thanks for checking us out! I'm sorry about the confusion. Please try the Audio-Technica build. Despite the description, all the builds work with any pair of headphones. We do tune the EQ to improve the experience for specific headsets (hence the different versions). But in the Audio-Technica build there is a "Generic Headset" option. We will also be releasing tunings for more headsets very soon, but any of the builds should give you a good idea of what we're about.

Re: Surround Sound in Headphones

#97

Shameless plug: My company also makes virtual surround sound software for headphones. But unlike other solutions (like Atmos and Airpods Pro) we generate your HRTF from a photo of your ear using machine learning. If you're interested in this stuff, please check us out too: https://embody.co/

I realize this is, at least most directly, a 'me' problem, but I can't remember the last time I had so much trouble trying to get a website to work with uMatrix. I've given up twice now, to be honest.

Sorry to hear about the issues you're seeing. I've forwarded your comments to our web team. Thanks for bringing it up!

Re: Surround Sound in Headphones

#98
post #87

Earlier quoted context omitted.

That sounds interesting! Whats the url on your website where I upload my right ear image, enter my cc details for a one time payment and get to download my HRTF in the standard AES69 format?

This comment may not be entirely serious, but there are people out there- myself included- who would pay for the described service.

Thanks for the comment. I do hope we can offer such a service someday. But for now, the direct to consumer sofa file market is not one that lends itself to building a sustainable business around. Eventually, when HRTFs are as commonplace as prescription glasses...

Re: Surround Sound in Headphones

#99
post #58

Earlier quoted context omitted.

What games have you been playing and on what platform? I remember being amazed how well surround sound worked in Left 4 Dead 2 on PC back in 2010.

ex. Fortnite don't seem to support it (but it does support some binaureal sound). When I got the system I ran through a couple of games on my steam Library to try it out and found very few supported it. Most vere based on the big engines (Unity / Unreal) and I kind of just suspected it to be a compile time swith on the devs side, but maybe im wrong - are sounds mixed in a studio and not on a "per source" kind of way…

It depends on the engine and how you set it up. But the big engines all support attaching sounds to positions and mixing is done in real-time.

I remember a lot of effort went into making sounds feel right in the NFS games. Including mixing engine sounds recorded from different parts of the car to match the camera's position relative to the car. We even had an article about the process of recording those sounds:

http://www.speedhunters.com/2015/10/recording-the-sounds-of-...

Speaking to the sound engineers was one of those wonderful glimpses into a whole other field that I love about working in games.

Re: Surround Sound in Headphones

#100
post #58

Earlier quoted context omitted.

What games have you been playing and on what platform? I remember being amazed how well surround sound worked in Left 4 Dead 2 on PC back in 2010.

ex. Fortnite don't seem to support it (but it does support some binaureal sound). When I got the system I ran through a couple of games on my steam Library to try it out and found very few supported it. Most vere based on the big engines (Unity / Unreal) and I kind of just suspected it to be a compile time swith on the devs side, but maybe im wrong - are sounds mixed in a studio and not on a "per source" kind of way…

A quick Google search gives me this: https://www.pcgamingwiki.com/wiki/List_of_games_that_support...

I can verify that at least parts of this list is correct. I remember getting jump scares when hearing monsters behind me in Dead Space 2, F.E.A.R., and as I mentioned earlier Left 4 Dead 2.

One thing I will say is that settings screens usually do a poor job at showing whether they're using surround sound. Games often just query the system for audio setup and show little more than whether you've selected headphones or speakers.

edit: since I thought it strange that your experience was so different from mine and that Fortnite wouldn't support it, I googled it and found an article from 2019 about how Fortnite, originally built for 5.1 surround sinds sound, now supports 7.1. My guess is there's some configuration issue with your PC.

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