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Convention Paper

5.1 Surround and 3D (Full Sphere with Height) Reproduction for Interactive Gaming and Training Simulation

Authors: Miller III, Robert (Robin)

AES Convention 121 · Paper 6959 · October 2006

Abstract

Immersive sound for gaming and simulation, perhaps more than for music and movies, requires preserving directionality of direct sounds, both fixed and moving, and acoustical reflections dynamically affecting those sounds, to effect the spatiality being presented. Conventionally (as with popular music), sources are panned close-microphone signals or synthesized sounds; the presentation pretends “They are here,” where spatiality is largely that of the listening environment. Convolution with room impulse responses can contribute diffuse ambience but not “real” spatiality and tone color. These issues pertain not only to 5.1 where reproduction is a 2D horizontal circle of speakers, but to advanced 3D interactive reproduction, where the listener perceives the experience at the center of the sphere of natural hearing. Production techniques are introduced that satisfy both 3D and compatible 5.1. Independent measurement confirms that the system preserves directionality and reproduces life-like spatiality and tone color continuously in the 3D perception sphere.

Details

Published in
AES Convention 121
AES Convention
121
Paper number
6959
Publication date
October 6, 2006
Session subject
Computers & Mobile Audio
Affiliation
FilmakerTechnology (See document for exact affiliation information.)
Type
Convention Paper