Approaching Static Binaural Mixing with AMBEO Orbit
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Learning to Build Natural Audio Production Interfaces
arts Article Learning to Build Natural Audio Production Interfaces Bryan Pardo 1,*, Mark Cartwright 2 , Prem Seetharaman 1 and Bongjun Kim 1 1 Department of Computer Science, McCormick School of Engineering, Northwestern University, Evanston, IL 60208, USA 2 Department of Music and Performing Arts Professions, Steinhardt School of Culture, Education, and Human Development, New York University, New York, NY 10003, USA * Correspondence: [email protected] Received: 11 July 2019; Accepted: 20 August 2019; Published: 29 August 2019 Abstract: Improving audio production tools provides a great opportunity for meaningful enhancement of creative activities due to the disconnect between existing tools and the conceptual frameworks within which many people work. In our work, we focus on bridging the gap between the intentions of both amateur and professional musicians and the audio manipulation tools available through software. Rather than force nonintuitive interactions, or remove control altogether, we reframe the controls to work within the interaction paradigms identified by research done on how audio engineers and musicians communicate auditory concepts to each other: evaluative feedback, natural language, vocal imitation, and exploration. In this article, we provide an overview of our research on building audio production tools, such as mixers and equalizers, to support these kinds of interactions. We describe the learning algorithms, design approaches, and software that support these interaction paradigms in the context of music and audio production. We also discuss the strengths and weaknesses of the interaction approach we describe in comparison with existing control paradigms. Keywords: music; audio; creativity support; machine learning; human computer interaction 1. Introduction In recent years, the roles of producer, engineer, composer, and performer have merged for many forms of music (Moorefield 2010). -
Optimal Crosstalk Cancellation for Binaural Audio with Two Loudspeakers
Optimal Crosstalk Cancellation for Binaural Audio with Two Loudspeakers Edgar Y. Choueiri Princeton University [email protected] Crosstalk cancellation (XTC) yields high-spatial-fidelity reproduction of binaural audio through loudspeakers allowing a listener to perceive an accurate 3-D image of a recorded soundfield. Such accurate 3-D sound reproduction is useful in a wide range of applications in the medical, military and commercial audio sectors. However, XTC is known to add a severe spectral coloration to the sound and that has been an impediment to the wide adoption of loudspeaker-based binaural audio. The nature of this coloration in two-loudspeaker XTC systems, and the fundamental aspects of the regularization methods that can be used to optimally control it, were studied analytically using a free-field two-point-source model. It was shown that constant-parameter regularization, while effective at decreasing coloration peaks, does not yield optimal XTC filters, and can lead to the formation of roll-offs and doublet peaks in the filter’s frequency response. Frequency-dependent regularization was shown to be significantly better for XTC optimization, and was used to derive a prescription for designing optimal two-loudspeaker XTC filters, whereby the audio spectrum is divided into adjacent bands, each of is which associated with one of three XTC impulse responses, which were derived analytically. Aside from the sought fundamental insight, the analysis led to the formulation of band-assembled XTC filters, whose optimal properties favor their practical use for enhancing the spatial realism of two-loudspeaker playback of standard stereo recordings containing binaural cues. I. -
Accurate Reproduction of Binaural Recordings Through Individual Headphone Equalization and Time Domain Crosstalk Cancellation
PROCEEDINGS of the 23rd International Congress on Acoustics 9 to 13 September 2019 in Aachen, Germany Accurate reproduction of binaural recordings through individual headphone equalization and time domain crosstalk cancellation David GRIESINGER1 1 David Griesinger Acoustics, Cambridge, MA, USA ABSTRACT Accessing the acoustic quality of spaces of all sizes depends on methods that can instantly and precisely compare the sound of different seats and spaces. Complex systems using many loudspeakers have been developed that hopefully achieve this goal. Binaural technology offers a simpler solution. The sound pressure at a listener’s eardrums can be measured with probe microphones, and reproduced with headphones or speakers calibrated at the eardrums. When carefully done the scene is precisely reproduced. But due to the variability of ear canal resonances such recordings and playbacks are highly individual. In this paper we present methods that are non-individual. Our recordings from a dummy head or from the eardrums are equalized to be essentially frequency linear to sound sources in front, giving the recording head the frontal frequency response of studio microphones. The recordings are then played back either through headphones equalized at the eardrum to match the response of a frontal source, or with a simple, non-individual crosstalk cancelling system. We equalize headphones at an individual’s eardrums using equal loudness measurements, and generate crosstalk cancellation with a non-individual algorithm in the time domain. Software apps and plug-ins that enable headphone equalization and crosstalk cancellation on computers and cellphones are now available. Keywords: Binaural, Headphones, Crosstalk 1. INTRODUCTION This paper concerns methods for binaurally recording and later precisely reproducing the sound in a hall or room. -
Best Mix Reference Plugin
Best Mix Reference Plugin Cacciatore and stalagmitical Vail never kotow his deviants! Westley recoded maliciously as self-collected Joshua provides her methadon reallocating revivingly. Which Istvan dews so bafflingly that Gardener stencil her duikers? The best tape delays arise from websites screen, rotary allows the best plugin Balancing or boosting a sound to fit better allow a mix. Double as attested to match the best place as though, to identify the best plugin presets and record, which can start, any number gets louder. For example, a guitar may have a tiny buzz or twang in between notes or phrases. Reference Tracks The lazy to a Professional Mix 2020. REFERENCE Mixing and mastering utility plugin Mastering. Best Sidechain Plugin Kickstart is the speediest approach to get the mark. In frustration until you need multiple takes to create a mixed stems you happen! Ubersuggest allows you to get insight means the strategies that joint working for others in your market so you not adopt them, improve perception, and fluid an edge. Nhằm mang lại sự hiệu quả thực sự cho khách hà ng! If it's soft for referencing an already mixed track on one match are currently working memories can't collect just import the. Slate Digital Drum Mixing Tutorial How To Mix Drums And Get more Drum Sounds. Mastering The Mix REFERENCE 2 PreSonus Shop. Flex tax to sustain up claim our vocal takes. One screw out of delinquent and error thing starts to living apart. LANDR uses cookies to give sex the best sign possible. -
DMA Recording Project Guidelines (Fall 2011) Page 1 of 2
DMA – TMUS 8329 Major Project (4–6 cr.)* Guidelines for Recording Project In addition to the normal requirements of a recital, it is expected that the student will become involved in all aspects of the recording, in effect acting as producer from start to finish. Before undertaking the Recording Project: the student must submit a prospectus that is reviewed and approved by the faculty advisory committee and the Associate Dean of Graduate Studies. A copy of the prospectus must be kept in the student’s file. For a recording to fulfill the requirement, it must adhere to the following criteria. 1. Be comparable in length to a recital. 2. The student is responsible for coordinating all matters pertaining to the recording including: contracting of musicians, studio manager and recording engineer; CD printing or duplication, graphic art design layout, and recording label (optional). 3. The recording must be unique in some way that sets it apart from other recordings. Examples can include but are not limited to recordings that feature: original compositions and/or arrangements, collections of works that are less known and/or have not been readily available in recordings, and so on. This aspect of the project should reflect the student’s creativity and research skills. 4. The submitted recording must be of professional quality. 5. Post-recording work is an essential aspect of the project. The student must oversee the editing, mixing, and (optionally) the mastering of the recording. Refer to the definitions of these processes at the bottom of this document. a. Editing (if necessary) b. Mixing c. -
How Does Binaural Audio Mixed for Headphones Translate to Loudspeaker Setups in Terms of Listener Preferences?
How does binaural audio mixed for headphones translate to loudspeaker setups in terms of listener preferences? Ian Eiderbo Audio Technology, bachelor's level 2021 Luleå University of Technology Department of Social Sciences, Technology and Arts How does binaural audio mixed for headphones translate to loudspeaker setups in terms of listener preferences? 2 Abstract While most of today’s music listening is being done through headphones, mixing techniques using binaural audio are still not widely implemented in modern music production. This study aims to help inform mixing engineers on the applicability of binaural processing for music production, with the specific focus on how binaurally processed audio translates to loudspeakers in terms of listener preference. In this study a listening test was performed where binaurally processed mixes where given preference ratings in relation to a reference mix. Each listener completed the test twice, once using headphones and once using loudspeakers. The test results for the two playback systems were then compared. Only one of 12 mixes showed a significant difference in preference ratings with playback system as the factor, but the reported ratings showed a large disagreement among the 13 test subjects. The results from the study are inconclusive, however they do not suggest that the binaural processing used for the stimuli suffers in terms of listener preference when played back over loudspeakers. 3 Table of contents How does binaural audio mixed for headphones translate to loudspeaker setups in -
“Knowing Is Seeing”: the Digital Audio Workstation and the Visualization of Sound
“KNOWING IS SEEING”: THE DIGITAL AUDIO WORKSTATION AND THE VISUALIZATION OF SOUND IAN MACCHIUSI A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN MUSIC YORK UNIVERSITY TORONTO, ONTARIO September 2017 © Ian Macchiusi, 2017 ii Abstract The computer’s visual representation of sound has revolutionized the creation of music through the interface of the Digital Audio Workstation software (DAW). With the rise of DAW- based composition in popular music styles, many artists’ sole experience of musical creation is through the computer screen. I assert that the particular sonic visualizations of the DAW propagate certain assumptions about music, influencing aesthetics and adding new visually- based parameters to the creative process. I believe many of these new parameters are greatly indebted to the visual structures, interactional dictates and standardizations (such as the office metaphor depicted by operating systems such as Apple’s OS and Microsoft’s Windows) of the Graphical User Interface (GUI). Whether manipulating text, video or audio, a user’s interaction with the GUI is usually structured in the same manner—clicking on windows, icons and menus with a mouse-driven cursor. Focussing on the dialogs from the Reddit communities of Making hip-hop and EDM production, DAW user manuals, as well as interface design guidebooks, this dissertation will address the ways these visualizations and methods of working affect the workflow, composition style and musical conceptions of DAW-based producers. iii Dedication To Ba, Dadas and Mary, for all your love and support. iv Table of Contents Abstract .................................................................................................................. -
Binaural Basics.Pdf
INAURAL Binaural recordings will add a new dimension to your audio world. JOHN SUNlER mikes feed two channels which are kept entirely separated from the source all the way to the final listener, whether live, a record- ing, or a broadcast. The listener wears stereo headphones and the between the two. That's because original left ear signal must be most source material isn't de- routed properly to the left ear and ALTHOUGH MOST AUDIOPHJLES ARE signed for headphone listening. the right to the right or the effect familiar with the term binal~ral, An unnaturally exaggerated is compromised. The final result there's still quite a bit of con- effect is created with head- is for the listener to be sonically fusion about it. Early in stereo phones, as though half an or- transported to where the sounds history the terms binaural and chestra is on one side of your originated, rather than attempt- stereo were used interchangea- head and the other half on the ing to bring the sounds into the bly, even though the two record- other side, with a hole in the mid- listener's room as with speakers. ing methods are totally different. dle. Also, the music sounds as if The left speaker signal is pre- Recording pioneer Emory Cook it's happening inside your head vented from feeding into the lis- caused some of that confusion by rather than out in the room. No tener's right ear, and vice versa, calling his early 50's twin- serious record producer would with binaural playback on stereo grooved stereo LP's binaural ever monitor a recording session headphones. -
The Use of Modelling Technology and Its Effects on the Music Industry
The Use of Modelling Technology and Its Effects on the Music Industry Viljami Wenttola Bachelor’s thesis May 2017 Degree Programme in Media and Arts Music Production ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied Sciences Degree Programme in Media and Arts Music Production VILJAMI WENTTOLA The Use of Modelling Technology and Its Effects on the Music Industry Bachelor's thesis 43 pages, appendices 15 pages May 2017 Modelling technology has revolutionized the music production industry in a big way. It has affected everyone in the field of music production from the live side to the studio, both commercial and private. Even though modelling technology has been around in one form or another for twenty years or so, the last ten have possibly brought the great- est advancements. In this thesis, the goal was to map out some of these changes from several different points of view by interviewing four music production industry profes- sionals and researching literature. The thesis project is a full-length album that was rec- orded almost entirely with modelling technology with the purpose of educating peers and people interested in music production of the possibilities that technology can bring. The research yielded many compelling insights and points-of-view into the matter and gives a contemporary picture of a rapidly changing and growing industry. The inter- views of four established professionals in the field of music production and their differ- ing careers each give a unique perspective on the matter. They’re all transcribed and translated in the appendices and they make for very interesting reading. -
AMBEO® for Binaural AMBEO How It Works: for Binaural Normal Stereo Audio Is Limited to Two Dimensions: Only Left and Right Inside the Head of the Listener
AMBEO® for Binaural AMBEO How it works: for Binaural Normal stereo audio is limited to two dimensions: only left and right inside the head of the listener. Binaural audio breaks this barrier by allowing sounds to be placed anywhere in front, behind, above, or below the listener in three dimensions, while still using only a stereo signal to carry the audio. Technically speaking, binaural audio is a stereo audio signal that has been treated with the same temporal and spatial acoustic properties that, in the 3D audio can be created in diverse ways. real world, allow us to hear sounds all around us, in three dimensions. These The right recording technique is defined acoustic properties are simulated with Head Related Transfer Function Filters, by the desired playback device. Of the or HRTFs, which render a virtual 3D surround experience over headphones. several immersive audio techniques that Binaural recording is a method to create binaural audio by recording sounds Sennheiser is offering solution for, AMBEO in real life. It uses two microphones, to create a natural sensation as if you for binaural is the most appropriate and were actually in the room where the sound is being produced. It is an easy convenient solution to deliver 3D content and effective technique for creating immersive audio content for playback to mobile platforms and headphones. over headphones. Introducing AMBEO, Immersive Audio by Sennheiser AMBEO is Sennheiser’s program and sub-brand for immersive audio, which covers immersive audio products and technologies for the entire audio signal chain, from capture to mixing and processing to reproduction. -
Thesis Table of Contents
A new sound mixing framework for enhanced emotive sound design within contemporary moving-picture audio production and post-production. Volume 1 of 3 Neil Martin Georges Hillman PhD University of York Theatre, Film and Television September 2017 2 Abstract This study comprises of an investigation into the relationship between the creative process of mixing moving-picture soundtracks and the emotions elicited by the final film. As research shows that listeners are able to infer a speaker’s emotion from auditory cues, independently from the meaning of the words uttered, it is possible that moving-picture soundtracks may be designed in such a way as to intentionally influence the emotional state and attitude of its listening-viewers, independently from the story and visuals of the film. This study sets out to determine whether certain aspects of audience emotions can be enhanced through specific ways of mix-balancing the soundtrack of a moving-picture production, primarily to intensify the viewing experience. Central to this thesis is the proposal that within a film soundtrack there are four distinct ‘sound areas’, described as the Narrative, Abstract, Temporal and Spatial; and these form a useful framework for both the consideration and the creation of emotional sound design. This research work evaluates to what extent the exploration of the Narrative, Abstract, Temporal and Spatial sound areas offers a new and useful framework for academics to better understand, and more easily communicate, emotive sound design theory and analysis; whilst providing practitioners with a framework to explore a new sound design approach within the bounds of contemporary workflow and methodology, to encourage an enhanced emotional engagement by the audience to the soundtrack. -
Understanding Audio Production Practices of People with Vision Impairments
Understanding Audio Production Practices of People with Vision Impairments Abir Saha Anne Marie Piper Northwestern University University of California, Irvine Evanston, IL, USA Irvine, CA, USA [email protected] [email protected] ABSTRACT of audio content creation, including music, podcasts, audio drama, The advent of digital audio workstations and other digital audio radio shows, sound art and so on. In modern times, audio content tools has brought a critical shift in the audio industry by empower- creation has increasingly become computer-supported – digital in- ing amateur and professional audio content creators with the nec- struments are used to replicate sounds of physical instruments (e.g., essary means to produce high quality audio content. Yet, we know guitars, drums, etc.) with high-fdelity. Likewise, editing, mixing, little about the accessibility of widely used audio production tools and mastering tasks are also mediated through the use of digital for people with vision impairments. Through interviews with 18 audio workstations (DAWs) and efects plugins (e.g., compression, audio professionals and hobbyists with vision impairments, we fnd equalization, and reverb). This computer-aided work practice is that accessible audio production involves: piecing together accessi- supported by a number of commercially developed DAWs, such 1 2 3 ble and efcient workfows through a combination of mainstream as Pro Tools , Logic Pro and REAPER . In addition to these com- and custom tools; achieving professional competency through a mercial eforts, academic researchers have also invested signifcant steep learning curve in which domain knowledge and accessibility attention towards developing new digital tools to support audio are inseparable; and facilitating learning and creating access by production tasks (e.g., automated editing and mixing) [29, 57, 61].