Development and application of a stereophonic multichannel recording technique for 3D Audio and VR

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Development and application of a stereophonic multichannel recording technique for 3D Audio and VR Helmut Wittek 17.10.2017

Contents: Two main questions: For a 3D-Audio reproduction, how real does the sound field have to be? When do we want to copy the sound field? How much likeness/similarity to the sound field in the recording room do we need? Which 3D microphone recording techniques are appropriate for recording a spatial sound field?

Spatial sound reproduction techniques: Stereophony Sound field reconstruction Binaural

Spatial sound reproduction techniques: Stereophony Sound field reconstruction* Binaural * The term Sound field reconstruction includes techniques like WFS or HOA

Spatial sound reproduction techniques: Stereophony Sound field reconstruction Binaural

Copying the sound field: Stereophony Sound field reconstruction* Binaural * The term Sound field reconstruction includes techniques like WFS or HOA

Copying the sound field: Spatial Sampling Spatial Reproduction WFS: Verheijen, 1998

Copying the sound field: Spatial Sampling Spatial Reproduction WFS:

Copying the sound field: Spatial Sampling Spatial Reproduction Ambisonics:

Copying the sound field: Spatial Sampling Spatial Reproduction Ambisonics:

Copying the sound field: Spatial Sampling Spatial Reproduction Spatial Sampling works 100% only in theory Artefacts of spatial sampling recording techniques: Too low resolution Small space: compromised hardware Perceptually not sufficient No aesthetic mix, no sound engineering involved

The Uncanny Valley Formulated for Graphical Design in 1970 by Dr. M.Mori Suggested for Spatial Audio by Francis Rumsey

0% likeness, 0% familiarity

10% likeness, 50% familiarity

50% likeness, 80% familiarity

90% likeness, -50 % familiarity

100% likeness, 100% familiarity

The Uncanny Valley Formulated in 1970 by Dr. Masahiro Mori Suggested for Spatial Audio by Francis Rumsey (ICSA, 2013)

The Uncanny Valley of Spatial Audio Recording: (unproven hypothesis!) Very good Ideal Stereo UNCANNY VALLEY??? Perceptual Quality of the Spatial Recording MONO Coincident Stereo Similarity to the real sound field Very bad 1st order Ambisonics is here, too, if considered a sound field reconstruction technique!

Alternative: Avoid trying to copy the sound field, instead use proper stereophonic spatial imaging Stereophonic techniques possible in all 3D-Audio formats Virtual loudspeakers in WFS, Ambisonics, VR/Binaural Concept of Virtual Panning Spots discussed in WFS research

Ambisonics, 1st order or HOA: Inappopriate copying of the sound field leads to undesired artefacts: 1st order Ambisonics is physically inappropriate, but it also can be interpreted as coincident Stereo the artefacts are: narrow spatial sound Capturing HOA ( Higher Order Ambisonics ) with a high enough order and a good enough transducer quality in the whole frequency spectrum would be appropriate however there is no microphone capturing system of this kind available HOA as a storage and mixing format is appropriate!

Spatial sound reproduction techniques: Stereophony Sound field reconstruction Binaural

Signal separation!

Recording Angle

Recording Angle

SCHOEPS-App Image Assistant : App Store or ima.schoeps.de

3D-Audio: Stereo+Height Auro3D 9.1 Dolby Atmos 5.1.4

3D-Audio: Stereo+Height Auro3D 9.1 Dolby Atmos 5.1.4:

OCT 9 for 9.1 Surround lower plane: OCT Surround upper plane: + 100cm, 4 supercardioids pointing upwards RSh LSh Rh Lh 100 RS 10 LS R 40 40-100 8 L lower plane C

Omni Array for 9.1 Surround 9 Omnis RSh LSh Rh Lh >100 RS >10 LS R >100 >150 >50 L lower plane C

Test recordings in the Galaxy Studios, Belgium OCT 9 Omni array

ORTF-3D regular for 8.0 Surround lower + upper plane: IRT cross Vertical domain: ORTF-like View from above Side View 20 cm 90 90 20 cm

ORTF-3D for 8.0 Surround lower + upper plane: ORTF Surround Vertical domain: Supercardioid X/Y View from above Side View 80 10 cm 100 90 (Tilted +30) 20 cm 20 RSh LSh Rh RS 20 10 Lh LS R L

VR/Sound for 360 video production using the ORTF-3D microphone: Demo at SCHOEPS booth

VR/Sound for 360 video production using the ORTF-3D microphone: Demo app for Download: http://www.hauptmikrofon.de Basics Stereo Imaging Array design Stereophony in Practice 3D Stereo in VR Demo App Theory

Basics Stereo Imaging Array design 3D-Audio -for 3D-Audio formats Stereophony Practice -in ORTF-3D 3D Stereo in VR Demo App Theory

VR/Sound for 360 video production using the ORTF-3D microphone: Unity game engine: Route 8 channels discretely to 8 virtual speakers Binauralize, e.g. with dearvr 3D audio reality engine Basics Stereo Imaging Array design Stereophony in Practice 3D Stereo in VR Demo App Theory

VR/Sound for 360 video production using the ORTF-3D microphone: Cubical Virtual Loudspeaker array Audio objects within the Game-Software Unity

3D Stereo in Virtual Reality - Theory Requirement: Binaural sound field reproduction Rotational Head-Tracking

3D Stereo in Virtual Reality - Theory Two possibilities to rotate 3D sound field for binaural reproduction 1. Turn the whole sound field with non-diegetic speakers 2. Turn binaural spatializer HRTF angles with diegetic speakers

3D Stereo in Virtual Reality - Theory Two possibilities to rotate 3D sound field for binaural reproduction Binaural spatializer (1 sound source) 1. Turn the whole sound field with non-diegetic speakers 2. Turn binaural spatializer HRTF angles with diegetic speakers enables 3D Stereo

3D Stereo in Virtual Reality - Theory Binaural spatializer (more sources): x A,8 t x A,7 t x A,4 t x A,6 t x R t x L t x A,3 t x A,5 t x A,2 t x A,1 t x L t = x L,i t = i i x R t = x R,i t = i i x A,i t h L,i t x A,i t h R,i t

Storage and distribution Format: Either: - Position and signals of the virtual loudspeakers (MPEG- H) Or: - (Higher Order) Ambisonics (Youtube, Facebook, etc.) - Through the definition of the virtual loudspeakers in e.g. Unity, their directions are stored in HOA. - Ambisonics plugins offer 9.1 preset

Microphones for 360 VR recording: First Order Ambisonics (FOA) microphones: small, cheap, limited spaciousness, comb filters Higher Order Ambisonics (HOA) microphones: small, expensive, transducer quality Stereophonic microphone systems for 3D Audio: less portable, expensive, optimal imaging & spaciousness

Binauralized ORTF-3D at the BBC Proms

Binauralized ORTF-3D at the BBC Proms

Conclusions Sound engineers: trust your ears, don t believe in scientific approaches without skepticism Better make good Stereo than bad unperfect physical reproduction An unperfect physical reproduction can sound much worse than a good Stereo recording (Example: First Order Ambisonics is worse than a good 9.1 Decca Tree) Use Stereo layers for ambient sources and spatial recording in a WFS/Ambisonics/Binaural reproduction (Example: 9ch Decca-Tree recording on a Auro3D 9.1 preset put in a binaural renderer) Use Stereo to be able to work in a sound engineering way, caring for aesthetical aspects The ORTF-3D microphone is a good approach for recording a 3D ambience for all formats

Thank you! wittek@schoeps.de www.hauptmikrofon.de SCHOEPS booth #834: See the 360 VR app and the TEC-Award winning ORTF-3D microphone