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Much 5.1/6.1 content, like stereo, is sourced by panning close microphone signals. The presentation pretends the “sound sources are here,” where spatiality is that of the listening room and thus non-varying. However, realistic, immersive, compelling reproduction of music, movie atmospheres, and gaming effects requires preserving spatiality and directionality-dependent tone color of both direct sounds and acoustic reflections. The extent to which convolution with room impulse responses can contribute not just diffuse ambience but "realistic" tone color is considered. New recording techniques are explored, applicable compatibly to 5.1/6.1 where reproduction is a 2D horizontal circle of speakers, to stereo (including personal devices using earphones e.g. iPod), and to future 3D, where the listener is again at the center of the sphere of natural hearing.
Author (s): Miller III, Robert (Robin);
Affiliation:
FilmakerTechnology
(See document for exact affiliation information.)
Publication Date:
2006-06-06
Session subject:
The Future of Audio Technology - Surround & Beyond
DOI:
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Miller III, Robert (Robin); 2006; Recording Immersive 5.1/6.1/7.1 Surround Sound, Compatible Stereo, and Future 3D (with Height) [PDF]; FilmakerTechnology; Paper 1-3; Available from: https://aes.org/publications/elibrary-page/?id=13826
Miller III, Robert (Robin); Recording Immersive 5.1/6.1/7.1 Surround Sound, Compatible Stereo, and Future 3D (with Height) [PDF]; FilmakerTechnology; Paper 1-3; 2006 Available: https://aes.org/publications/elibrary-page/?id=13826
@inproceedings{Miller2006recording,
title={{Recording Immersive 5.1/6.1/7.1 Surround Sound, Compatible Stereo, and Future 3D (with Height)}},
author={Miller III, Robert (Robin)},
year={2006},
month={jun},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 1-3; AES Conference: 28th International Conference: The Future of Audio Technology--Surround and Beyond; June 2006},
number={1-3},
organization={AES},
}
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