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KleinPAT演算法讓VR更快的運算和更寫實的自然聲響

史丹佛大學的電腦科學家們現已研究出一個名為KleinPAT的演算法,能夠幫助在VR裡面進行更快速的運算並且得到寫實的3D聲響效果。

New algorithm helps create realistic sound for VR  https://youtu.be/eqcYU1xkQ-8

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“SYMPHONY IN THE NATURE” – “在大自然裡的交響” By MAGNETICA Studio

這個音樂作品是 MAGNETICA studioSennheiser AMBEO VR Mic 的協同創作~

心得一:Ambisonics是一種具備高保真能力的超現實藝術創作方法。

心得二:AMBEO麥克風是眾多Ambisonics麥克風當中的高品質之選。

https://vimeo.com/300428346


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Ambisonics 1st Order Mic – ZOOM H3-VR

ZOOM的官方影片最令人感到驚訝的是它文字介紹裡面描述到串流直播的這段話「The H3-VR can be used as a USB microphone with your 360 camera to livestream with 360-audio.」,意思是可以直接串流360Audio給任何360平台嗎?

以目前瞭解到的Ambisonics 1st Order Mic來說,H3-VR的功能很多,價位也是便宜到只要一萬出頭,唯一比較差的地方應該就只剩下音質方面不如Sennheiser AMBEO VR Mic了吧,所以是比較半專業消費性的產品,也所以ZOOM官方推薦的進階專業組合是用ZOOM F系列多軌錄音機(F4/F8)+Sennheiser AMBEO VR Mic。

Sennheiser ZOOM兩家公司有良好合作,各自專注於自己擅長的市場層面。

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360 Soundcheck with Chick Corea

以Ambisonics技術收錄聲音的360影片的好玩之處之一就是當觀眾想仔細聽哪個樂器聲的時候,就把360影片轉到面向樂手的方位。

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dearVR SPATIAL CONNECT實現VR連接DAW即時的3D混音

必看!!! 你必須看!!! 直接就在VR裡面連接DAW即時進行沉浸式3D空間聲場混音! DearVR的新東西SPATIAL CONNECT太牛X!!!

The dearVR SPATIAL CONNECT enables any sound designer, musician or sound engineer to create immersive 3D audio content directly in VR.

且特別值得一提的是Sennheiser AMBEO團隊也參與了這項開發!!!這令感我到非常振奮~~~

REQUIREMENTS
Virtual Reality HMD
– HTC Vive
– Oculus Rift
DAW
– Reaper 64bit (version 5.96 recommended)
– Pro Tools (coming soon)
PLUGINS
– dearVR PRO is mandatory. Please check the dearVR SPATIAL CONNECT + dearVR PRO bundle.
OS dearVR SPATIAL CONNECT for VR
– Windows 10
– VR-Ready PC
OS DAW and dearVR SPATIAL CONNECT Bridge
– WINDOWS 10
– OSX 10.9+

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Ambisonics Spatial Audio公開課 by John Escobar

這個Ambisonics Spatial Audio公開課總共有7集。

如果想直接瞭解3D混音製作的話可直接跳到第六集,第六集重點以Facebook研發設計的免費插件”FB360 Spatial Workstation”來講述360度3D混音處理和Facebook 360影片檔案後製作的方法。

第七集Ambisonics混音demo則可謂是目前網路上最棒、最講究的示範。

現場收音總共使用了8支麥克風,分別是2支Sennheiser AMBEO VR Mic(一支架在指揮位置收近距離四重奏的空間聲場,另一支架在觀眾席收整個音樂廳的空間聲場)、4支短槍做點收音收每個樂手的直接音、2支配對的短槍麥做房間左右邊的Overhead收音。

第七集是360影片,演示了各個位置上的麥克風的實際收音聲響情況,及其混音之後的樣貌,對於希望從事Ambisonics 3D錄音混音製作的人來說有非常高的參考價值。

第七集  混音DEMO示範 (360影片)

0:05 指揮區Ambeo, 樂器點收音麥
0:55 觀眾區Ambeo, 樂器點收音麥
1:42 樂器點收音麥
2:22 指揮區Ambeo, 聽眾區Ambeo, 樂器點收音麥
3:19 指揮區Ambeo, 房間左右邊Overhead
4:03 所有全部麥克風

完整七集播放清單:

About John Escobar:
John Escobar is a producer, engineer, multi-instrumentalist, and educator, teaching several courses in the Music Production and Engineering department for Berklee College of Music. He has worked with a wide range of artists, including Grammy-winning folk artist Sarah Jarosz, jazz guitar virtuoso Larry Coryell, violinist Joshua Bell, and many others. He has also taught at Harvard, Boston University, University of Southern California, and Northeastern University.

About Berklee Online:
Berklee Online is the continuing education division of Berklee College of Music, delivering online access to Berklee’s acclaimed curriculum from anywhere in the world, offering online courses, certificate programs, and degree programs. Contact an Academic Advisor today: 1-866-BERKLEE (US) 1-617-747-2146 (international callers) advisors@online.berklee.edu http://www.facebook.com/BerkleeOnlinehttp://www.twitter.com/BerkleeOnlinehttp://www.instagram.com/berkleeonline/

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創新的沉浸式互動聲音藝術

極度前沿的藝術表演形式,期盼更多同好都開始朝著這個方向去做文藝創新,此形式的關鍵是3D世界裡的每個物件的影像和聲音的同步。藉助Unity+Wwise來實現沈浸式音視藝術創作,值得大家多多加以了解。

Drichtel: How I used spatialized audio for immersive art performances
Axel Hélie Fontaine | August 28, 2018

Immersive art could be viewed as inherently redundant in that the principle of art itself requires immersion within an artwork to appreciate it. Yet, while taking that into consideration, this is a term that can be applied to a lot of things. For the sake of this blog, I’m going to stick to digital and performance art. In this day and age, VR/AR/XR are considered a form of immersive art. One could argue that music shows are a sort of immersive art whenever shows use other elements to complement the experience (pyrotechnics, visuals behind a band, stages made out of LEDs, and so on). Modern video games, in my opinion, are a form of immersive art, as they use a lot of stimuli to appeal to the senses of the player, whether by a story or world building. Since this is such a broad term, the question “how do you create immersive art?” can only bring broad answers. Depending on how you see it, the term “immersion” might seem too vague, but being vague gives you a lot of wiggle room on how you approach the creation of the artwork, without going into esoteric concepts.
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Waves nx

Waves nx如同其他學術界釋出的各種豐富多樣的Ambisonics Plugins或軟體,是基於Ambisonics技術開發出來的,據悉Ambisonics是始於1970年代,但一直被音樂產業捨棄,這個近乎完全被音樂產業遺忘了的Ambisonics,因其理論完整,加上近幾年360影片、VR/AR/MR的蓬勃發展,使得大家回過頭來尋求它在場域收音、格式解析/量化、處理、重建等各方面的幫助,以求能在耳機或各種喇叭佈局上實現自然的聲響,其中關鍵之一就是演算出聲源在一個廣域的3D空間裡所應讓人耳聽到的直接音和一次、二次、三次反射音,相應於聆聽者雙耳和聲源之間的距離與方位變化,即時的將前端的計算結果呈現在後端聆聽系統上。

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Waves Nx iOS/Android app

Nx iOS/Android app於使用時可做簡易的聲學條件個人化(即指人耳),設定聆聽者自己的頭圍、耳間弧距(兩耳彼此之間沿著後腦量測所得的距離),且可任意調節聲場的空間感,使用者可切換app上面的電源符號開關來比較兩者聲場的差異。此app無頭部追蹤器亦可使用。

另也有電腦版應用程式(可於電腦上免費試用一段時間,直接做為聲音播放裝置來使用)https://www.waves.com/nx