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That took a while, and was tedious, but again success! The next experiment was to create an IR file, from the A16, to use with HeSuVi. As I said above the Head tracking was not necessary for enjoyable playback (but still needed for surround music mixing/producing exclusively with headphones).Īgain, this was customized, by the A16 mics in ears calibration for me personally, but I think it proved a point.Ĭheck out the 7.1.4 Channel ID binaural recording and see if it does anything for you (just curious):
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It worked! Best with the HD800s (which the A16 is setup for) but still convincing, if not flat frequency response, in terms of virtual surround. Then I played them back with a different sound card and different headphones. recording), while holding my head in the center of the Head Tracking Display from the A16 on top of my monitor. The shape of my ears, the response of my headphones, and an Impulse Response recording in a BBC 7.1.4 room with a Neumann KU100 head/mics.įirst I just recorded the A16 output for 7.1.4 channel IDs and then some 7.1.4 (upmixed) music (2 ch.
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The experiment was to record the headphone out of the A16, which is going to be a combination of three things. Of course the sound field is fixed to your head, so it moves with you, but today's experiment showed that that doesn't necessarily make the simulation fall apart.
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It's not going to decode Atmos or DTS:X sound objects, and it's not immersive, being limited to 7.1, and there's no head tracking.īut in theory you could record your own HRTF as an IR file and use this to play 7.1 mch files on Windows via headphones.īefore today I would have said (and have said) that Head Tracking is absolutely necessary for convincing surround virtualization (at least in my case) but now I think if the HRTF is personalized enough/ high quality enough you can get away with out it. That's only a partial solution of course. Note that they have impulse responses recorded from Atmos for Headphones, DTS headphone X and many other surround virtualization solutions. I was playing back 7.1 channel IDs to get an idea of what the different IR files sounded like, and actually found that the Out Of My Head file, ooyh1.wav, performed the best for me on the channel IDs, but sounded horrible with music :0( In yesterday's testing I wasn't super impressed, other than in the ability to try a bunch of different stuff with one tool, but again I have my non-average ears.
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but it does work as free software that lets you do surround virtualization with headphones. My main complaint about HeSuVi is the instructions seem overly complicated, poorly written, etc. It has Presets for some common headphones and settings for the distance between your ears and the circumference of your head. Waves NX is also more a production tool than a casual playback device, and you do need DAW software to run it as it is a plugin, but as far as capability you can feed it 5.1, stereo, or Ambisonics in and get binaural (headphones) or Ambisonics out. You can walk around physically or, using the touch controllers, virtually. Inside the VR you see a grid pattern with glowing balls for each channel, that get bigger with louder sounds. What I have done is use 12 instances of the FaceBook 360 VST in Plogue Bidule, each one panned to a 7.1.4 speaker position, to play 7.1.4 mch wavs. I guess there are some ways to do multi-channel playback, using VR Game development frameworks, but not anything user friendly for surround at this time. None of the VR theater's seem to have Atmos or DTS:X decoding yet. I added the Oculus Rift VR stuff because it does have 6DOF, but it's not really practical for just listening to music.
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Also in terms of decoders only Dolby and Dolby Atmos is working currently (even though the data sheet mentions DTS, DTS:X, Auro 3D etc.
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The only lacking piece there is it doesn't yet do 6DOF (6 degrees of freedom virtual speakers would get louder as you move towards them or softer as you move away). **Apple's latest have head tracking (not tested by me) but only when "watching" content on an iPhone or iPad (iMac?).Īgain the Realiser A16 being so good you honestly can't tell the difference between headphones/no headphones (other than the weight of the headphones on your head). * Both a wireless tracking sensor and tracking via a webcam and facial recognition are offered.
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