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3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimensional space, including behind, above or below the listener. [1]
3-D audio (processing) is the spatial domain convolution of sound waves using Head-related transfer functions. It is the phenomenon of transforming sound waves (using head-related transfer function or HRTF filters and cross talk cancellation techniques) to mimic natural sounds waves, which emanate from a point in a 3-D space. It allows trickery of the brain using the ears and auditory nerves, pretending to place different sounds in different 3-D locations upon hearing the sounds, even though the sounds may just be produced from just 2 speakers (dissimilar to surround sound).
Using head-related transfer functions and reverberation, the changes of sound on its way from the source (including reflections from walls and floors) to the listener's ear can be simulated. These effects include localization of sound sources behind, above and below the listener.
Some 3D technologies also convert binaural recordings to stereo recordings. MorrowSoundTrue3D converts binaural, stereo, 5.1 and other formats to 8.1 single and multiple zone 3D sound experiences in realtime.
3D Positional Audio effects emerged in the 1990s in PC and Game Consoles.
3D audio techniques have also been incorporated in music and video-game style music video arts. The Audioscape research project, provides musicians with a real-time 3D audiovisual content authoring and rendering environment, suitable for live performance applications.
True representation of the elevation level for 3D loudspeaker reproduction become possible by the Ambisonics and wave field synthesis (WFS) principle.
Some amusement parks have created attractions based around the principles of 3-D audio. One example is Sounds Dangerous! at Disney's Hollywood Studios at the Walt Disney World Resort in Florida. Guests wear special earphones as they watch a short film starring comedian Drew Carey. At a point in the film, the screen goes dark while a 3-D audio sound-track immerses the guests in the ongoing story. To ensure that the effect is heard properly, the earphone covers are color-coded to indicate how they should be worn. This is not a generated effect but a binaural recording.
MorrowSoundTrue3D soundscapes include Torino Winter Olympics, ProFootball Hall of Fame, Great Lakes Children's Museum, NokiaWorld 2008 Barcelona, Denver Museum Nature and Science Gates Planetarium, New York Historical Society, Copenhagen International Theatre, Gallery Rachel Haferkamp Köln, Muu Gallery Helsinki, New Sounds New York, ZHDK Zurich, OKKO Design Stockholm, BAFTA Awards London, Collection of Diana Zlotnick Studio City, CA, as well as Ecsite, AAM, ASTC and IPS conventions. These range from single 8.1 to 64.3 True3D installations, some interactive.
Nick Cave's novel The Death of Bunny Munro was recorded in audiobook format using 3D audio.
The song "Propeller Seeds" by English artist Imogen Heap was recorded using 3D audio.
There have been developments in using 3D audio for DJ performances including the world's first Dolby Atmos event on 23rd Jan 2016 held at Ministry of Sound, London. The event was a showcase of a 3D audio DJ set performed by Hospital Records owner Tony Colman aka London Elektricity.
Other investigations included the Jago 3D Sound project which is looking at using Ambisonics combined with STEM music containers created and released by Native Instruments in 2015 for 3D nightclub sets.
Binaural recording is a method of recording sound that uses two microphones, arranged with the intent to create a 3D stereo sound sensation for the listener of actually being in the room with the performers or instruments. This effect is often created using a technique known as dummy head recording, wherein a mannequin head is fitted with a microphone in each ear. Binaural recording is intended for replay using headphones and will not translate properly over stereo speakers. This idea of a three-dimensional or "internal" form of sound has also translated into useful advancement of technology in many things such as stethoscopes creating "in-head" acoustics and IMAX movies being able to create a three-dimensional acoustic experience.
A head-related transfer function (HRTF) is a response that characterizes how an ear receives a sound from a point in space. As sound strikes the listener, the size and shape of the head, ears, ear canal, density of the head, size and shape of nasal and oral cavities, all transform the sound and affect how it is perceived, boosting some frequencies and attenuating others. Generally speaking, the HRTF boosts frequencies from 2–5 kHz with a primary resonance of +17 dB at 2,700 Hz. But the response curve is more complex than a single bump, affects a broad frequency spectrum, and varies significantly from person to person.
Ambisonics is a full-sphere surround sound format: in addition to the horizontal plane, it covers sound sources above and below the listener.
Surround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener. Its first application was in movie theaters. Prior to surround sound, theater sound systems commonly had three screen channels of sound that played from three loudspeakers located in front of the audience. Surround sound adds one or more channels from loudspeakers to the side or behind the listener that are able to create the sensation of sound coming from any horizontal direction around the listener.
OpenAL is a cross-platform audio application programming interface (API). It is designed for efficient rendering of multichannel three-dimensional positional audio. Its API style and conventions deliberately resemble those of OpenGL. OpenAL is an environmental 3D audio library, which can add realism to a game by simulating attenuation, the Doppler effect, and material densities.
Stereophonic sound, or more commonly stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers in such a way as to create the impression of sound heard from various directions, as in natural hearing.
Nimbus Records is a British record company based at Wyastone Leys, Ganarew, Herefordshire. They specialise in classical music recordings and were the first company in the UK to produce compact discs.
Wave field synthesis (WFS) is a spatial audio rendering technique, characterized by creation of virtual acoustic environments. It produces artificial wavefronts synthesized by a large number of individually driven loudspeakers from elementary waves. Such wavefronts seem to originate from a virtual starting point, the virtual sound source. Contrary to traditional phantom sound sources, the localization of WFS established virtual sound sources does not depend on the listener's position. Like as a genuine sound source the virtual source remains at fixed starting point.
The Trifield process is a form of audio rendering in which a conventional two-channel signal is decoded to an additional number of loudspeakers, typically three in the form of a Left-Centre-Right front stage. The technique provides significant additional image stability, especially when the listener is moving or off-axis.
Ambisonic UHJ format is a development of the Ambisonic surround sound system designed to be compatible with mono and stereo media. It is a hierarchy of systems in which the recorded soundfield will be reproduced with a degree of accuracy that varies according to the available channels. Although UHJ permits the use of up to four channels, only the 2-channel variant is in current use. In Ambisonics, UHJ is also known as "C-Format".
This page focusses on decoding of classic first-order Ambisonics. Other relevant information is available on the Ambisonic reproduction systems page.
Ambiophonics is a method in the public domain that employs digital signal processing (DSP) and two loudspeakers directly in front of the listener in order to improve reproduction of stereophonic and 5.1 surround sound for music, movies, and games in home theaters, gaming PCs, workstations, or studio monitoring applications. First implemented using mechanical means in 1986, today a number of hardware and VST plug-in makers offer Ambiophonic DSP. Ambiophonics eliminates crosstalk inherent in the conventional stereo triangle speaker placement, and thereby generates a speaker-binaural soundfield that emulates headphone-binaural sound, and creates for the listener improved perception of reality of recorded auditory scenes. A second speaker pair can be added in back in order to enable 360° surround sound reproduction. Additional surround speakers may be used for hall ambience, including height, if desired.
In sound recording and reproduction, audio mixing is the process of optimizing and combining multitrack recordings into a final mono, stereo or surround sound product. In the process of combining the separate tracks, their relative levels are adjusted and balanced and various processes such as equalization and compression are commonly applied to individual tracks, groups of tracks, and the overall mix. In stereo and surround sound mixing, the placement of the tracks within the stereo field are adjusted and balanced. Audio mixing techniques and approaches vary widely and have a significant influence on the final product.
The sweet spot is a term used by audiophiles and recording engineers to describe the focal point between two speakers, where an individual is fully capable of hearing the stereo audio mix the way it was intended to be heard by the mixer. The sweet spot is the location which creates an equilateral triangle together with the stereo loudspeakers, the stereo triangle. In the case of surround sound, this is the focal point between four or more speakers, i.e., the location at which all wave fronts arrive simultaneously. In international recommendations the sweet spot is referred to as reference listening point.
In audio engineering, joint encoding refers to a joining of several channels of similar information during encoding in order to obtain higher quality, a smaller file size, or both.
Dolby Atmos is a surround sound technology developed by Dolby Laboratories. It expands on existing surround sound systems by adding height channels, interpreted as three-dimensional objects with neither horizontal nor vertical limitations. Following the release of Atmos for the cinema market, a variety of consumer technologies have been released under the Atmos brand. The initial cinema Atmos systems used in-ceiling speakers, then upward-firing speakers were introduced as an alternative for consumer products. Atmos is also used on some devices that don't have a height channel, such as headphones, televisions, mobile phones, and tablets.
The design of speaker systems for Ambisonic playback is governed by several constraints:
3D sound reconstruction is the application of reconstruction techniques to 3D sound localization technology. These methods of reconstructing three-dimensional sound are used to recreate sounds to match natural environments and provide spatial cues of the sound source. They also see applications in creating 3D visualizations on a sound field to include physical aspects of sound waves including direction, pressure, and intensity. This technology is used in entertainment to reproduce a live performance through computer speakers. The technology is also used in military applications to determine location of sound sources. Reconstructing sound fields is also applicable to medical imaging to measure points in ultrasound.
3D sound is most commonly defined as the daily human experience of sounds. The sounds arrive to the ears from every direction and varying distances, which contribute to the three-dimensional aural image humans hear. Scientists and engineers who work with 3D sound work to accurately synthesize the complexity of real-world sounds.