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2/15/18 1 Spa$al Audio for VR: An Overview What is spa$al audio? also referred to as 3D audio or 360 audio sonic experience where the audio changes with the movement of the viewer’s head produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. Spa6al music is music composed to intenConally exploit sound localizaCon in use since prehistoric Cmes in the form of anCphon in use since around 1928 as ‘Raumusik’ or “space music” from Germany
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Page 1: Spatial Audio.pdf - Washington

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Spa$al Audio for VR: An Overview

What is spa$al audio?

•  alsoreferredtoas3Daudioor360audio•  sonicexperiencewhere

•  theaudiochangeswiththemovementoftheviewer’shead

• producedbystereospeakers,surround-soundspeakers,speaker-arrays,orheadphones.

•  Spa6almusicismusiccomposedtointenConallyexploitsoundlocalizaCon

•  inusesinceprehistoricCmesintheformofanCphon•  inusesincearound1928as‘Raumusik’or“spacemusic”fromGermany

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Spa$aliza$on:

•  theprojecConandlocalizaConofsoundsourceinaspace,•  Physical•  simulated

•  anditsspaCalmovementinspace.

•  technicallyknownasspaCaldomainconvoluConofsoundwavesusinghead-relatedtransferfunc6ons(HRTF).

Crea$ng posi$onal sound

• Amplitude•  (ormore)

•  SynchronisaCon•  Audiodelays

•  Frequency•  Head-RelatedTransferFuncCon(HRTF)

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Amplitude• GenerateaudiofromposiConsources• Calculateamplitudefromdistance•  Includedampingfactors

•  AircondiCons•  Snow•  DirecConaleffectoftheears

Synchronisa$on

•  Earsareverypreciseinstruments• Verygoodathearingwhensomethinghappensa]ersomethingelse

•  Soundtravelsslowly(c340m/secinair):differentdistancetoeachear

• UsethistohelpdefinedirecCon•  DifferenceinamplitudegivesonlyveryapproximatedirecConinformaCon

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Speed effect

•  30cenCmetres=0.0008seconds• Humancanhear≤ 700µS

What is 3D sound?

• AbletoposiConsoundsallaroundalistener.•  Soundscreatedbyloudspeakers/headphones:perceivedascomingfromarbitrarypointsinspace.

• ConvenConalstereosystemsgenerallycannotposiConsoundstoside,rear,above,below

•  Somecommercialproductsclaim3Dcapability-e.gstereomulCmediasystemsmarketedashaving“3Dtechnology”.Butusuallyuntrue.

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3D posi$onal sound

• Humanshavestereoears• Twosoundpulseimpacts

• Onedifferenceinamplitude• OnedifferenceinCmeofarrival

• Howisitthatahumancanresolvesoundin3D?• Shouldonlybepossiblein2D?

Frequency

•  FrequencyresponsesoftheearschangeindifferentdirecCons•  Roleofpinnae•  Youhearadifferentfrequencyfilteringineachear•  Usethatdatatoworkout3DposiConinformaCon

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Head-Related Transfer Func$on

•  UnconscioususeofCmedelay,amplitudedifference,andtonalinformaConateacheartodeterminethelocaConofthesound.

•  Knownassoundlocalisa+oncues.•  SoundlocalisaConbyhumanlistenershasbeenstudiedextensively.

•  TransformaConofsoundfromapointinspacetotheearcanalcanbemeasuredaccurately

•  Head-RelatedTransferFuncCons(HRTFs).•  MeasurementsareusuallymadebyinserCngminiaturemicrophonesintoearcanalsofahumansubjectoramanikin.

HRTFs

• HRTFsare3D•  Dependonearshape(Pinnae)andresonantqualiCesofthehead!•  AllowsposiConalsoundtobe3D

•  ComputaConallydifficult•  Originallydoneinspecialhardware(Convolvotron)•  Cannowbedoneinreal-CmeusingDSP

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HRTFs

•  FirstseriesofHRTFmeasurementexperimentsin1994byBillGardnerandKeithMarCn,MachineListeningGroupatMITMediaLab.

•  Datafromtheseexperimentsmadeavailableforfreeontheweb.

•  PictureshowsGardnerandMarCnwithdummyusedforexperiment-calledaKEMARdummy.

•  A measurement signal is played by a loudspeaker and recorded by the microphones in the dummy head.

HRTFs

• Recordedsignalsprocessedbycomputer,derivestwoHRTFs(le]andrightears)correspondingtosoundsourcelocaCon.

•  HRTFtypicallyconsistsofseveralhundrednumbers•  describesCmedelay,amplitude,andtonaltransformaConforparCcularsoundsourcelocaContole]andrightearsofthesubject.

• MeasurementprocedurerepeatedformanylocaConsofsoundsourcerelaCvetohead

•  databaseofhundredsofHRTFsdescribingsoundtransformaConcharacterisCcsofaparCcularhead.

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HRTFs

•  Mimicprocessofnaturalhearing•  reproducingsoundlocalisaConcuesattheearsoflistener.

•  UsepairofmeasuredHRTFsasspecificaConforapairofdigitalaudiofilters.

•  Soundsignalprocessedbydigitalfiltersandlistenedtooverheadphones•  ReproducessoundlocalisaConcuesforeachear•  listenershouldperceivesoundatthelocaConspecifiedbytheHRTFs.

•  Thisprocessiscalledbinauralsynthesis(binauralsignalsaredefinedasthesignalsattheearsofalistener).

HRTFs

•  The process involved in generating true 3D audio using HRTFs:

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Fourmajordivisionsofauditorysystem–Func6on

I. Outer ear: (1) Pinna (Binaural cue to sound source loca$on)

t Left

t Right

*Differentdistancesfromsourcetoeachear=>differentarrival6mes(Interaural6me-difference)anddifferentsoundlevel(interaurallevel-difference)

Rightear

LeNear

Sound

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I. Outer ear: (1) Pinna (Spectral cue to sound source loca$on)

Out

er e

ar g

ain

-15° 0°

+15°

ThespectralfeatureofsoundischangeddependingonthesoundelevaCon=>HeadRelatedTransferFunc6on(HRTF)

Basics of Object Based Audio WhatisanObjectBasedAudio?

Audiowhichisgeneratedby

•  aStaConaryormovingobjectOR

•  aclassofobjectsthatareclubbedtogetherasacollecCvesourceofsound

SomeExamplesofAudioObjectsare:

•  AStagearCste

•  Chorus

•  CheeringCrowdatCricketground

•  Oceanwaves,windblowing

•  Birdschirping

•  AnAirplaneorAHelicopter

•  AmovingTrain

•  Abulletfired

•  Amonologueoradialogue

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Examples of Object-Based Audio AudioSceneorSoundFieldgeneratedbymixing(notjustadding)audiosignalsfrommulCpleObjects.Followingareafewexamples.

•  Watchingafootballmatchinastadiumwithhomecrowd.(SportsTVChannel)3objects:HomeCrowdasaringobject,Commentatorasapointobject,Players-Umpire conversaConsasanotherobject.

•  ParCcipaCngasaplayerinafieldgame.(ComputerGames)4+objects:HomeCrowdasaringobjectaroundyou,Commentatorasapointobject, Player’sownvoiceresponsesasapointobject, OtherPlayers-UmpireasmulCplemovingobjects.

•  BeingapartofScuba-diverteamsearchinganunderwatertreasure.(VR)

•  ListeningtoaconversaConbetweendifferentactors&backgroundsinamoviescene.(cinema)

•  ArendingamusicconcertorasimpleJazzperformance(concert)

ChannelBasedImmersiveAudio ObjectBasedAudio

ContentCreaCon

•  Eachsignaltrackisassociatedwithaspecificspeakerfeed&setupatlistenerend.

•  ContentiscreatedforaspecificListenerEnvironmentorsetup.(mobile,home,ortheater)

•  AudioObjectbasedsignaltracksareindependentofspeaker-setup.

•  =>ContentcreatedisindependentListenerEnvironmentorsetup.(mobile,home,ortheater)

PlaybackatListenerEnd

•  AtListenerend,thecontents(channels)aremappedontouserspeakersetup

•  NeedtousePredefinedchannel-mappingtoheadphones,stereospeaker,2.1,5.1,11.1etc.

•  AtListenerend,theobjectsaremappedontouserspeakersetup

•  ObjectsbasedonposiConsandmovementsaremappedontheflytothespeaker-setup.

Channel Based Audio vs Object Based Audio

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Channel Based Audio vs Object Based Audio

ChannelBasedImmersiveAudio ObjectBasedAudio

ContentCreaCon

•  Withinputsastherecordedcontentsortracks,eachChanneltrackiscarefullydesignedandcreatedattherecordingstudios.ORatthegamingdeveloperstudiosforcreaCnggoodimmersiveeffects.

•  AudioObjectscanbesimplyidenCfiedencodedasseparatetracks.

•  Associatedmeta-datashouldbecarefullydesignedtocaptureshape,movement,appearance/disappearanceoftheobjectsassumingthelisteneratthecenter.

PlaybackatListenerEnd

•  Ifthecontent-targetspeaker==userspeakersetup,thensimple-mappingandplayback.

•  Elseusesomegoodpre-definedmapsanddelaysforrearspeakerstocreatethecontent.

•  Objectsaredecodedtocreateaudiosignals.•  Frame-by-Frame,posiConsof“acCveobjects”

aremappedontouserspeakersinformofgainsanddelaysfortheseobjects.Mixandplayback.

ChannelBasedImmersiveAudio ObjectBasedAudio

ContentCreaCon

•  CreaConisacomplexcarefulprocess.•  Encodingstepsandprocedureiscomplexand

henceisdonebyskilledwelltrainedsounddesigners.

•  CreaConandencodingobject-audioisarelaCvelysimplerprocessandcanbedonewithoutmuchpre-thinkingofuser-setups&environment.

•  Audioobjectmeta-dataneedstobecarefullyassociatedwithit.

PlaybackatListenerEnd

•  DecodersareRenderersarefairlysimple.

•  Decodersaresimple(assimpleaschannelbasedAudio).

•  HowevertheRenderersaremuchmorecomplex.

•  RenderersneedtomaptheseobjectswithitsposiConstospeakersonaframe-by-framebasis.

Channel Based Audio vs Object Based Audio

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A summary – basic of Object-Based Audio

Enc-Audio-ObjFrame1

Enc-Audio-ObjFrame2

Enc-Audio-ObjFrameN

MetaData-ObjFrame1

MetaData-ObjFrame2

MetaData-ObjFrameN

ObjectAudioTrack

TypicalObject-AudioEncodedStreamcontains8to16encodedaudioobject-tracks.Andeachaudio-objecttrackhastwoparts

Meta-Data:

Stream-level:•  MaxNumberofAudioObjectspresentinthescene.

Frame-level:•  Shapeoftheobject,DatarelatedtoposiCon,speedof

theobject,Appearance/Disappearanceofobject

CompressedPCMAudio-Data:

StandardDDorAACencodedaudiosignalsassociatedwithaspecificobject.

Object-Based Audio Stream Decoding & Rendering

•  Decoding:Thebasicaudiofromobjectisencodedusingstandardlegacyencoders.Therefore,decodingusesstandardmp3,aac,dolby-digitaldecodingtoprovidebasicaudioPCMfortheobject.

•  Renderers:ChallengesareinRenderingthedecodedobject-basedaudioPCMcontents&useobject’sshape/moConmeta-datatocreate–

•  Animmersiveaudioexperienceonheadphones.(VR,Gaming,smartphones,andtablets)

•  Animmersiveaudioexperienceonourmul6-speakerlayoutsathomesortheaters

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Object-Based Audio Renderer on Headphones

Diagram of spherical coordinate system(WightmanandKistler, Univ Winsconsin) – 1989 [1]

Earimpulse&frequencyresponsefororientaConshowninpictureonle](90ºazimuth,0º-elevaCon)fromWKSDOset.[2,3](Note:5to9msecduraConimpulseresponsewidth@16kHzsamplerate)

HRTFModel(HeadRelatedTransferFuncCon)

Object-Based Audio Rendering on Headphones

DecodedaudioobjectPCMdata

HRTF_L/R–Filterpoolfordiffvaluesof

φi & θi

DecodedaudioobjectMetadata

(dist,azi,ele)

Gain/delayModule

Distance->Gaindelaymapping

φ & θ

Interpolate&ComputeHRTF_Le]&

HRTF_Rightfromfilter-pool

HRTF_Le]

HRTF_Right

FIRFilterPair

R

MIXER

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Object-Based Audio Rendering on Headphones Signal

Processing

Challenges

PresetFIRFilterpool

DecodedaudioobjectPCMdata

DecodedaudioobjectMetadata(dist,azi,ele)

GaindelayModule

Distance->Gain,delaymapping

φ & θ

ComputeHRTF_Le]&HRTF_Right

HRTF_Le]

HRTF_Right

FIRFilterPair

R

MIXER

•  TheparametersR, φ & θchangeeveryframe(20-30msec)⇒ filtercoeffs,gainchangeeveryframe⇒ Thismaycauseglitches,distorConsintheoutputs.⇒ NeedfortechniquestoadapCvely&smoothlychangethosecoefficients

•  TherearemulCpleobjects&someappearanddisappeara]erafewframes.⇒ Needforontheflyobjectpcm+associatedmeta-datamemory

allocaCon,updateanddestrucCon⇒ Needforfade-in/fade-out/muteofoutputPCMsamples⇒ Needforawell-designedmulC-portPCMmixingmodule

•  SomeObjectsmoveveryrapidly⇒ “R”changesw.r.t.Cme=>thespeedoftheobjectissubstanCalcausing

Dopplereffectonaudiosignal(e.g.afast-trainpassingby)⇒ Needforpitchshi]ing(variable-delay)moduletobeintroducedontopof

gainapplicaConModule.Oversampling&InterpolaConwouldberequired.

•  VR/ComputerGamesrelated:Head/JoysCckmovementschanges“R,φ & θ”⇒ AnaddiConalHead-TrackingorJoysCckmovementsmodulewhichfeeds

userorientaConparameters“Ru,φu & θu”⇒ AddiConalmoduletoPerform3-DgeometrycomputaConstoderivefinal

objectposiConparametersfromtheabove2sets“R,φ & θ”

Object-Based Audio Rendering on Immersive Speaker-Layouts

DTS/DD+7.1SpeakerLayoutDolbyATMOS11.1SpeakerLayouts

ExamplesofImmersiveSpeakerLayouts

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Object-Based Audio Renderer on Immersive Speaker-Layouts

DTS-X7.2.4SpeakerLayout DTSNeo:X11.1SpeakerLayout

ExamplesofImmersiveSpeakerLayouts

Object-Based Audio Renderer on Immersive Speaker-Layouts

Ambisonics13.1SpeakerLayoutAuro-3D11.1SpeakerLayout

ExamplesofImmersiveSpeakerLayouts

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Object-Based Audio Renderer on Immersive Speaker-Layouts

VBAP(VectorBasedAmplitudePanning):•  Alargearrayof“Virtual”SpeakerPosiConsareassumedtosurroundthelistener.Audio-

ObjectsandtheirmoCons/posiConsw.r.t.thelisteneraremappedonalargersetof“Virtual”SpeakerPosiCons.

•  AudiosignalsforeachobjectismappedonthisvirtualspeakerposiConsusingVBAP

method

•  Theaudioassociatedwithvirtualspeakersisthenmappedtostandarduserspeakerlayoutsusingpre-defineddown-mixingmatrices&setofdelays.

TwoMainTechniques.

•  VBAP–VectorbasedamplitudePanning:MappingobjectaudiotoVirtualSpeakerArray

•  HOA–HigherOrderAmbisonics:CreaCngdesired“Sound-Field”atlisteners’si}ngposiCon

HigherOrderAmbisonics [Gerzon1970]

•  Createsasoundfieldgeneratedbyaudio-object(s)whenitgetscapturedbydirec6onalmicrophoneslocatedatthelistener’sposiCon

HOA based object rendering on Immersive Speaker-Layouts

FirstOrderAmbisonicsfields

SecondOrderAmbisonicsfields

AnAmbisonicMicrophone

•  HOAchannelsareencodedandthesechannelsaredecodedandthenmappedontoanystandard“userspeakerlayouts”from5.1,or7.2.4or13.1”.Thesemappingsareeasyandlesscomplex.

•  HOAtechniquemakesiteasytomodifythesound-fieldfordifferentuser(listener)orientaCons(requiredmainlyinVR&ComputerGaming)

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Ambisonics 3D (1st order)

Reproduction occurs over an array of 8-24 loudspeakers, through an Ambisonics decoder

Original Room

Sound Source

SoundField Microphone

B - format 4 - channels signal

(WXYZ)

Ambisonics decoder

Speaker array in the reproduction room

3D extension of the pressure-velocity measurements •  The Soundfield microphone allows for simultaneous measurements of the omnidirectional

pressure and of the three cartesian components of particle velocity (figure-of-8 patterns)

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A-format microphone arrays •  Today several alternatives to Soundfield microphones do exists. All of them are providing “raw” signals

from the 4 capsules, and the conversion from these signals (A-format) to the standard Ambisonic signals (B-format) is performed digitally by means of software running on the computer

Ambisonics decoding

•  Each speaker fed is just obtained as a weighted sum of the 4 B-format signals (WXYZ)

•  The weighting factors only depend on the position of each loudspeaker

•  It is possible to add a small FIR filter for matching perfectly the gain and phase of all loudspeakers

r

y

z

x

α

β

γ

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Ambisonics decoding advantages: n  Tridimensional n  Good later sound perception n  Good bass response n  Wide “sweet spot”, no colouring outside

it

disadvantages: n  Not isotropic n  Advanced decoding required (Y gets

more weight than X and Z, and this must be compensated for)

Bi-square Ambisonics array

Bi-square Ambisonics array

8 Turbosound Impact 50 loudspeakers: n  Light, easily fixed and oriented n  Good frequency response n  Very little distortion

Front-Right

Down-Right

Up-Right

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What is Ambisonics? • Ambisonicsisamethodforrecording,mixingandplayingbackthree-dimensional360-degreeaudio.Itwasinventedinthe1970sbutwasnevercommerciallyadoptedunClrecentlywiththedevelopmentoftheVRindustrywhichrequires360°audiosoluCons.

•  ThebasicapproachofAmbisonicsistotreatanaudiosceneasafull360-degreesphereofsoundcomingfromdifferentdirecConsaroundacenterpoint.

•  Thecenterpointiswherethemicrophoneisplacedwhilerecording,orwherethelistener’s‘sweetspot’islocatedwhileplayingback.

Ambisonics B-format

•  ThemostpopularAmbisonicsformattoday,widelyusedinVRand360video,isa4-channelformatcalledAmbisonicsB-format

• usesasfewasfourchannelstoreproduceacompletesphereofsound.

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Ambisonics vs. Surround

•  TradiConalsurroundtechnologiesaremoreimmersivethansimpletwo-channelstereo,buttheprinciplebehindthemisthesame:

•  Theyallcreateanaudioimagebysendingaudiotoaspecific,pre-determinedarrayofspeakers.

•  Stereosendsaudiototwospeakers;5.1surroundtosix;7.1toeight;andsoon.

•  Bycontrast,AmbisonicsdoesnotsendaudiosignalstoanyparCcularnumberofspeakers;itis“speaker-agnosCc.”Instead,Ambisonicscanbedecodedtoanyspeakerarray.Ambisonicaudiorepresentsafull,uninterruptedsphereofsound,withoutbeingrestrictedbythelimitaConsofanyspecificplaybacksystem.

Ambisonics as standard in 360 video and VR: •  TradiConalsurroundformatscanprovidegoodimagingwhenstaCc;butasthesoundfieldrotates,thesoundtendsto‘jump’fromonespeakertoanother.

•  Ambisonicscancreateasmooth,stableandconCnuoussphereofsound,evenwhentheaudioscenerotates(as,forexample,whenagamerwearingaVRheadsetmovesherheadaround).ThisisbecauseAmbisonicsisnotpre-limitedtoanyparCcularspeakerarray,

•  TradiConalsurroundspeakersystemsareusually‘front-biased’:informaConfromthesideorrearspeakersisnotasfocusedasthesoundfromthefront.Bycontrast,Ambisonicsisdesignedtospreadthesoundevenlythroughoutthethree-dimensionalsphere.

•  Finally,whereastradiConalsurroundsystemshavevariousdifficulCesrepresenCngsoundbeyondthehorizontaldimension,Ambisonicsisdesignedtodeliverafullspherecompletewitheleva'on,wheresoundsareeasilyrepresentedascomingfromaboveandbelowaswellasinfrontorbehindtheuser.

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First-order Ambisonics B-format

•  Thefourchannelsinfirst-orderB-formatarecalledW,X,YandZ.OnesimplifiedandnotenCrelyaccuratewaytodescribethesefourchannelsistosaythateachrepresentsadifferentdirecConalityinthe360-degreesphere:center,le]-right,front-back,andup-down.

• AmoreaccurateexplanaConisthateachofthesefourchannelsrepresents,inmathemaCcallanguage,adifferentsphericalharmoniccomponent–or,inlanguagemorefamiliartoaudioengineers,adifferentmicrophonepolarpacernpoin6nginaspecificdirec6on,withthefourbeingcoincident(thatis,conjoinedatthecenterpointofthesphere).

First-order Ambisonics B-format

• Wisanomni-direcConalpolarparern,containingallsoundsinthesphere,comingfromalldirecConsatequalgainandphase.

• Xisafigure-8bi-direcConalpolarparernpoinCngforward.• Yisafigure-8bi-direcConalpolarparernpoinCngtothele].•  Zisafigure-8bi-direcConalpolarparernpoinCngup.

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X, Y, and Z channels:

•  Afigure-8microphonehasaposiCvesideandanegaCve(inversephase)side.WhiletheXchannel’sfigure-8polarparernpointsforwards,itsnegaCvesidepointsbackwards.TheresulCngaudiosignalontheXchannelcontainsallthesoundthatisinthefrontofthespherewithposiCvephase,andallthesoundsfromthebackofthespherewithnegaCvephase.

•  ThesamegoesfortheYandZchannels:TheYchannelspickupthele]sideofthespherewithposiCvephaseandtherightsidewithnegaCvephase.TheZchannelpicksupthetopsideofthespherewithposiCvephaseandtheboromwithnegaCvephase.Thisway,bymeansofdifferenCalgainandphaserelaCons,thefourchannelscombinedrepresenttheenCrethree-dimensional,360-degreesphereofsound.

AmbiX vs. FuMa

•  twoconvenConswithintheAmbisonicsB-formatstandard:AmbiXandFuMa.Theyarequitesimilar,butnotinterchangeable:theydifferbythesequenceinwhichthefourchannelsarearranged,withAmbiX,forexample,arrangedWYZXinsteadofWXYZ.

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First-order to sixth-order Ambisonics •  The4-channelformatisonlyasimple,first-orderformofB-format,whichiswhatmostAmbisonicsmicrophonesandplaybackpla�ormssupporttoday.

• Higher-orderB-formataudiocanprovideevenhigherspaCalresoluCons,withmorechannelsprovidingmoredifferentpolarparerns.

•  Second-orderAmbisonicsuses9channels,•  Third-orderAmbisonicsuses16channels,•  Sixth-orderAmbisonicsuses49channels.

Playing back Ambisonics (DxARTS, Rai` Hall)

Room117uses24full-rangespeakersand4subwoofersforfullheightspaCalsoundreproducCon.ThereisarouCngdecodingsystemtocareofpatching,ambisonicdecoding,speakerbalancingandroomcorrecCon,andthecrossoversfordistribuCngsoundtothesubs.YoucansendaB-formatsignaltovariousdecodersoraddresseachspeakerindividually,dependingonse}ngs.

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Decoding Ambisonics

•  YoucanplaybackAmbisonicsonalmostanyspeakerarray,recreaCngthesphericalsoundfieldatthelisteningspot.Buttodothat,youneedtodecodethefourB-formatchannelsforthespecificspeakerarray.

• AllfourB-formatchannelsaresummedtoeachspeakerfeed.Eachofthefourchannelsissummedwithdifferentgainandphase,dependingonthedirecConofthespeaker.

•  Someofthesourcesinthemixaresummedin-phasewhileothersaresummedout-of-phaseateachspecificspeaker.

•  TheresultisthatsourcesalignedwiththedirecConofthespeakerarelouder,whilethosenotalignedinthedirecConofthespeakerarelowerorcancelout.

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Ambisonics on headphones

•  SpaCalsoundonheadphoneismadepossiblebybinauralaudiotechnologies.Inessence,abinauralprocessorreceivesanaudioinputandadirecConinwhichtoposiConit.theprocessoraddsauditorycuestothesignal,sothatwhenplayedbackonheadphonesitisexperiencedatthesetvirtualposiCon.

•  ThemostcommonwaytoprocessAmbisonicsforbinauralspaCalplaybackonheadphonesistodecodetheAmbisonicschannelsforacertainspeakerarray–andsendthefeedstoabinauralprocessorwhichvirtuallyposiConsthematthedirecConthattheactualspeakerwouldhavebeen.

•  Theresultisthattheimmersivesphericalsoundfieldisexperiencedbythelistenerwhenmonitoringonheadphones.

Ambisonics on headphones

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BinAural Rendering : Immersive Speakers -> Headphones. Dependinguponthefixedφ & θ anglesofFront,Rear&OverheadSpeakersw.r.t.Le]andRightearofthelistener

HRTF_Le]andHRTF_rightareapplied&

mixedasbelow.

HRTF_Le]Ear_Lf

HRTF_RightEar_Lf

Le]FrontSpeakerSignalLf

HRTF_Le]Ear_Rf

HRTF_RightEar_Rf

RightFrontSpeakerSignalRf

HRTF_Le]Ear_Lsr

HRTF_RightEar_Lsr

Le]RearSpeakerSignalLsr

HRTF_Le]Ear_Rsr

HRTF_RightEar_Rsr

RightRearSpeakerSignalRsr

+

HRTF_Le]Ear_Oh

HRTF_RightEar_Oh

OverheadSpeakerSignalOh

+

Content plaborms that support spa$al audio

•  YouTube•  Facebook360SpaCalWorkstaCon• GoogleVRResonanceAudio•  SamsungVR• Others

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Facebook 360 Spa$al Worksta$on

•  TheFacebook360SpaCalWorkstaConisaso]waresuitefordesigningspaCalaudiofor360videoandcinemaCcVR.ItincludespluginsforpopularaudioworkstaCons,aCmesynchronized360videoplayeranduCliCestohelpdesignandpublishspaCalaudioinavarietyofformats.AudioproducedwiththetoolscanbeexperiencedonFacebookNewsFeedonAndroidandiOSdevices,ChromefordesktopandtheSamsungGearVRheadsetthroughheadphones.

Google VR Resonance Audio ResonanceAudiogoesbeyondbasic3DspaCalizaCon,providingpowerfultoolsforaccuratelymodelingcomplexsoundenvironments.•  TheSDKenables:

•  SoundsourcedirecCvitycustomizaCon•  Near-fieldeffects•  Soundsourcespread•  Geometry-basedreverb•  Occlusions•  RecordingofAmbisonicaudiofiles

•  3rdorderAmbisonicsformatssupported

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The end…