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Recording with height<br />
Systems and Techniques<br />
for 3D <strong>recording</strong><br />
Helmut Wittek,<br />
SCHOEPS GmbH<br />
wittek@schoeps.<strong>de</strong><br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 1
Outline<br />
• What is 3D Audio?<br />
– 3D Vi<strong>de</strong>o 3D Audio<br />
– 3D Audio-Formats<br />
• Physical/Perceptual effect of the height loudspeakers<br />
• Spatial properties (Direction, Distance, Room) of 3D audio<br />
• Consequences for microphone <strong>recording</strong><br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 2
What is 3D-Audio?<br />
• What is 3D-Audio?<br />
• 2D Vi<strong>de</strong>o:<br />
– no real <strong>de</strong>pth, but width + height<br />
3D Vi<strong>de</strong>o adds the real <strong>de</strong>pth<br />
dimension<br />
• 2D Audio:<br />
– no height, but width + <strong>de</strong>pth<br />
3D Audio adds the height dimension<br />
• One example for 3D Audio is Multichannel Stereo + height …<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 3
Multichannel + height<br />
• 5.1 Surround + n height channels<br />
– one of the proposals: “Auro3D 9.1” = 5.1 Surround + 4 height channels<br />
= X = X<br />
30°<br />
= X<br />
= X<br />
= X<br />
ITU 5.1<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 4
Potential 3D Audio formats<br />
Sound field synthesis<br />
Reconstruction of the original<br />
wave field at the listener’s ears<br />
WFS /<br />
Derivatives<br />
+ height<br />
Ambisonics /<br />
HOA<br />
Binaural<br />
Stereo + height<br />
Stereophony<br />
Creation of a quasi-natural<br />
acoustical perception<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 5
Effect of the height loudspeakers<br />
• 4 main physical changes of the sound field after adding<br />
height loudspeakers:<br />
1. More possible directions for<br />
discrete sources<br />
2. More possible directions for<br />
reflections<br />
2.0:<br />
5.1:<br />
RS<br />
R<br />
R C<br />
3. Lower source/reflection<br />
<strong>de</strong>nsity<br />
RS h<br />
R h<br />
4. Higher diffuseness of the<br />
diffuse portions, more evenly<br />
Auro-3D:<br />
RS<br />
R C<br />
distributed diffuse field<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 6
Effect of the height loudspeakers<br />
• Hypothesis: 4 main perceptual changes of the sound field after<br />
adding height loudspeakers:<br />
1. Enhanced distribution of<br />
sound sources<br />
2. More natural perception of<br />
distance/<strong>de</strong>pth<br />
3. Less coloration<br />
R<br />
2.0:<br />
RS<br />
R C<br />
5.1:<br />
RS h<br />
R h<br />
4. More natural spatial<br />
impression; larger diffuse field<br />
Auro-3D:<br />
RS<br />
R C<br />
sweet spot<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 7
Properties of 3D Audio<br />
1. Directional Imaging:<br />
• Discrete sources in the height loudspeakers are possible<br />
• Elevation is hardly possible or unstable, coloration is likely<br />
• Up/Down Panning can be used, but it does not create stable phantom<br />
sources, coloration is likely?<br />
• “Filling the area” is possible a/b <strong>technique</strong><br />
• Sufficient channel separation is mandatory for directional imaging<br />
∆t<br />
2,2 ms<br />
1,7 ms<br />
1,2 ms<br />
0,7 ms<br />
0,2 ms<br />
3 m 0,6 m<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 8
Properties of 3D Audio<br />
2. Distance/Depth:<br />
– More natural distance/<strong>de</strong>pth perception?<br />
– Less coloration due to lower reflection <strong>de</strong>nsity?<br />
3. Spatial impression/Envelopment:<br />
- More natural spatial impression?<br />
- Larger diffuse field sweet spot?<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 9
Recording for 3D Audio<br />
• Consequences for the <strong>recording</strong> <strong>technique</strong>:<br />
– Directional Imaging:<br />
• Stereophonic rules (∆L, ∆t) apply in general for all loudspeaker pairs,<br />
height loudspeakers are potentially displaced by 1-2 ms!<br />
– Channel separation:<br />
• discrete signals: one signal on more than two loudspeakers leads to<br />
coloration<br />
• diffuse signals: the more <strong>de</strong>-correlated diffuse sources, the more<br />
diffuse is the resulting sound field<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 10
Two examples for Auro3D <strong>recording</strong> <strong>technique</strong>s<br />
• ORTF-like <strong>recording</strong> <strong>technique</strong>s, e.g. “OCT 9”<br />
– Closely spaced, directive microphones<br />
– Typical properties:<br />
• proportional and clear directional imaging<br />
• natural spatial impression<br />
– Application: chamber music, drama, sports, ambience<br />
• Wi<strong>de</strong> a/b-like <strong>recording</strong> <strong>technique</strong>s<br />
– Wi<strong>de</strong>ly spaced, omni-directional microphones<br />
– Typical properties:<br />
• stable, but not proportional directional imaging<br />
• enhanced spatial impression<br />
– Application: music, film music<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 11
Two examples for Auro3D <strong>recording</strong> <strong>technique</strong>s<br />
OCT 70 + 4 super-cardioids pointing upwards<br />
Largely-spaced 9-channel A/B setup<br />
ms<br />
Reflection patterns in the “Sweet Spot” of an Auro-3D speaker array,<br />
generated using 2 different microphone arrays.<br />
The microphone arrays record the same source. A shoebox-shaped<br />
<strong>recording</strong> room was produced for emulation purposes. The source produces<br />
a Dirac impulse.<br />
Each peak color corresponds to a (1st or<strong>de</strong>r) image source.<br />
ms<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 12
Two examples for Auro3D <strong>recording</strong> <strong>technique</strong>s<br />
„OCT 9“:<br />
lower plane: OCT Surround<br />
upper plane: height + 100cm, 4 Supercardioids pointing upwards<br />
C<br />
L h R<br />
Lh<br />
b<br />
Rh<br />
40 cm<br />
LS<br />
b + 20 cm<br />
RS<br />
LSh<br />
RSh<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 13
Two examples for Auro3D <strong>recording</strong> <strong>technique</strong>s<br />
Wi<strong>de</strong> a/b:<br />
spacings > 0.5-2 m,<br />
upper plane: height + > 1 m<br />
C<br />
L<br />
L<br />
R<br />
R<br />
LS<br />
LS<br />
RS<br />
RS<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 14
Test <strong>recording</strong>s Galaxy Studio<br />
• Test <strong>recording</strong>s in Galaxy Studios and HfM Detmold(ICSA):<br />
– OCT 9<br />
– Omni array<br />
Listen to a/b<br />
comparisons -<br />
without/with height<br />
- OCT/Omnis<br />
Workshop WC 5<br />
Today, 14h in the<br />
“großer<br />
Seminarraum”<br />
Thank you!<br />
Questions and corrections are<br />
welcome<br />
H.Wittek: Systems and <strong>technique</strong>s for 3D <strong>recording</strong> Sli<strong>de</strong> 15