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    The Computer Audiophile

    Thoughts On Immersive Audio

     

     

    My immersive audio system is fully installed and for the last several days, I've been listening for nearly 10 hours per day. It has been a transcendent audio experience to say the least. It's something that I hope everyone who loves music can experience sooner rather than later. By experience, I mean on a real immersive 7.1.4 or similar audio system. Sure, headphones are "capable" of playing immersive audio, as is an Atmos sound bar, but there's no substitute for the real thing. Much more on system setup and sound quality coming soon. 

     

    In addition to being elated with immersive audio, I'm very happy to see much enthusiasm for the topic by members of the Audiophile Style community. Some are reasonably skeptical, while others are full steam ahead. The best part for me is that everyone appears to be interested in the who, what, when, where, why, and how of immersive audio. I love educating people on how to squeeze more enjoyment out of our wonderful hobby. It's what I did when I started the site back in November, 2007 and it's what I continue to do today. 

     

    When I started digging into immersive audio, I really had no idea if people would come along for the journey. However, I'm not one of those guys who can give the people what they want, because they want it. By that I mean, I have to write for myself, about what interests me and what makes me excited, and I hope that others enjoy what I do and that it's helpful to them. The great part about this immersive audio journey is that my enthusiasm for it has only increased with every passing day, and I hope that translates into what I write and moves others to see and hear what I see and hear. 

     

    I don't consider myself an expert on anything, but I eat, sleep, and breathe this stuff, researching, talking to people in the industry (HiFi and Music), and rolling my sleeves up, getting my hands dirty with it to get personal experience. Here are some thoughts on immersive audio, with respect to our own world of high fidelity. 

     


    One - Classical

     

    I've listened to more classical music in the last week, than I have in the last several years combined. The sole reason is immersive audio. The music hasn't changed, but the presentation has. There is no better genre for immersive audio than classical music. One reason is that no genre has dedicated venues such as the Berliner Philharmonie and the Wiener Musikverein, which play such a large role in the sound of the performance. Immersive audio has the ability to place the listener in any seat in the house, to hear the musicians, the attack, sustain, decay, release, and the reverberations of the space exactly as they sounded during the performance. Call me crazy, but I have no interest in hearing the reverberations and bad echos from a Pearl Jam show at Target Center in Minneapolis. 

     

    One example of immersive audio recreating a concert venue impeccably, can be heard on the album John Williams, The Berlin Concert. The second track, titled Olympic Fanfare and Theme, has a little venue noise before the track starts. It's only about 2 seconds before the track, but it's enough venue information to give the listener really good placement cues. Once the music starts, and one can hear all the music and reverb, it's fantastic, but even the tiny two second clip is good enough to create the ultimate illusion. This is similar in a way to playing an album recorded on tape. When one hits play, tape his is often present before the music starts. With immersive audio, the venue is often present when there is no music playing. 

     

    Last night, I opened the Berlin Philharmonic's app on AppleTV, to see the following message.

     

    IMG_5304.png


    IMG_5305.pngWhat a pleasant surprise. I knew this was in the works, but thought it may have slipped through the cracks given the length of time it took to release it. I started watching a concert, clicked on the little gear icon to select the audio presentation, and saw Immersive Audio (Dolby Atmos) as an option. What surprised me most, was that my ten year old daughter, who wasn't paying much attention to what I was doing, asked if we could listen to the concert in Atmos in my listening room! What a shock! Immersive audio has piqued her interest. 

     

    I know this is one small anecdotal story, but my experience listening to classical and my daughter's interest in something from the Berlin Philharmonic, are two things that have not happened until now. This is good for music, musicians, storied venues, and consumers among many others. 

     

    Also note, Deutsche Grammophon is leading the charge into immersive audio, with tons of releases in Atmos. I wish more titles were released on Blu-ray so I could rip the lossless TrueHD content, but I'll take the best version I can get over nothing. Every new DG release I see is available in high resolution stereo and Dolby Atmos on Apple Music. It's fantastic to see DG embrace immersive audio. My wallet is much thinner because of all the Blu-ray Discs I've ordered lately, but in the grand scheme of high end audio, the price is peanuts. Well worth it.


    A couple lossless TrueHD Atmos albums I've been listening to lately:

     

    Herbert von Karajan - Ludwig Van Beethoven: 9 Symphonies
    Herbert von Karajan - Sibelius Complete Recordings on Deutsche Grammophon

     

     

    beethoven.jpg sibelius.jpg

     

     

     

    Two - Who, What, When, Where


    Let's take these out of the traditional order, and start with the "WHAT." 

     

    What. Immersive Audio has a loose definition because of the range of devices on which it can be played. From headphones, to soundbars, to discrete 12 channel systems, it can be played on all of them. However, based on my research I'd say that immersive audio is any music that has discrete height information embedded into the recording. It's distinctly separate from the playback hardware or software. Atmos music and Auro 3D have height channels embedded into the recordings, whereas traditional 5.1 7.1, and DTS MA HD don't. The height channels really matter for an immersive experience. 

     

    Spatial Audio is Apple's addition to Dolby Atmos and is only employed when listening to Atmos music while using specific Apple headphones. Spatial Audio enables listeners to use head tracking that leaves the music stationary even when one's head turns.

     

    When. Atmos is nothing new, but Atmos music is fairly new. Apple really kicked things into high gear for consumers in 2021 when it announced support for Atmos music. 


    Where. Immersive audio isn't everywhere yet, but Apple Music somewhat forced Tidal and Amazon to follow. Dolby and Dirac also announced a partnership to bring Atmos music to cars, this past week. The discrete channels are usually present in cars and Dirac is very good with DSP, so I call this a win. 

     

    P.S. The content exists, why not offer it to consumers? Qobuz, are you listening :~)


    Who. "Everyone" is either releasing immersive audio, mixing immersive audio, or waiting in line to do both. According to Dolby, in 2020 there were 30 studios equipped to mix in Atmos. Now there are almost 600. That's a 1,900% increase. Many mixing studios have months long waiting lists to re-mix A List content for Dolby Atmos. 

     

    A quick look at Apple Music's Spatial Audio page shows a glimpse at the high number and quality of Atmos releases. By quality I don't mean sound quality, but A List artists and albums rather than another Scottish Nose Whistle album, us audiophiles are accustomed to. Every week more Atmos music releases come out, by more current and legacy artists. Pearl Jam had its debut album Ten, its fourth album No Code, and its latest album Gigaton remixed for Atmos. This is one example among many that shows immersive audio is real this time. 

     

    Note: After listening to No Code on my immersive system, it's the only way I want to listen to it going forward. Much more on this coming soon.

     

    I encourage everyone to browse the Atmos releases here.

     

    With respect to who is listening to immersive audio and the popular questions surrounding who will actually install an immersive system, let's take a step back. The mass market already has many solutions for this in the form of headphones, soundbars, and packaged systems capable of reproducing immersive audio. Not the height of living, but the install base is gigantic. Then we come to those of us who have spent more on cables than cars, installed special ground rods outside, taken over complete sections of our houses in pursuit of our passion, and the list goes on forever. It's funny to hear these same people, tell me that an immersive system is a bridge too far for people. To that I say, where there's a will, there's a way. If the end result is the ultimate sonic illusion, I think we should stop thinking about who will actually do this and start thinking about how to do it. 

     


    Three - Why

     

    As people with brains, we want to know why immersive audio is being released. We believe it will give us a view into the future viability of the format and it will tell us more about it than all the other items. The "WHY" is the foundation, and a solid foundation is absolutely necessary. 

    Audiophiles wondering about the drivers of immersive audio may think it would be best if the developers were altruistic audiophiles themselves, who saw this as a pursuit for the ultimate in sound quality. However, we've been down this road before and we know it's a dead end. It's better to have the mainstream driving immersive audio for whatever reason, because then it isn't a niche looking for marketshare or trying to stay afloat financially. Once something is mass market, the high end can perfect it and make it as good as possible. For example, listen to some of what Morten Lindberg from the 2L label is producing in immersive formats. It's insanely good. The formats of Atmos and Auro 3D are a done deal, and the music is already being perfected. It's time for more hardware manufacturers to get on board. 

     

    Driving the immersive audio push are a number of companies with quarterly numbers to hit and products to sell. I see Apple and virtual reality as a major driver of immersive audio. I also see the record labels smiling because immersive formats, for the most part, have never been released via a purchase model (physical or download). They now have Crown Jewels in their vaults again and can charge a monthly fee for access. 

     

    Change is also a driver of immersive audio. We've had mono, stereo, and many attempts at succeeding formats. For the most part, I believe change is good. It can take things to a new level or make one realize just how much one likes the existing version. In other words, don't fix what isn't broken. However, change doesn't always mean the existing solution is replaced. Supplementing stereo with immersive audio is a change we should all embrace.

     

    No matter the reasons for immersive audio, a gigantic benefit for audiophiles is that we get to enjoy it and we don't have to push it upon the masses. 

     

    I completely understand the more skeptical audiophiles among us. We've been promised the birth of a new audio world in the not to distant past, and have seen countless next-best-things come and go. The reasons why any product exists can help ease ease one's hesitation and accelerate its adoption. That I get. Especially when we're talking about audio components that cost more than we'd like to admit. 

     

    On the other hand, what does it take to convince people that a format is real enough to embrace it? For some of us, it only takes a favorite recording that sounds spectacular. I know people who purchased analog tape rigs in the last couple years because Acoustic Sounds released a handful of tapes they like. For others, it's impossible to convince them that anything other than stereo is worth the time and money. Fortunately, it isn't my job or goal to convince anyone that immersive audio is the present and future, and that they should dive in head first. I'm just trying to relay my experience, my enjoyment, share what I know and what I see about immersive audio, much like I did with computer audio over a decade ago. 

     

    I certainly think immersive audio is the present and future of the mainstream, and that the high end has the ability to take it to amazingly new heights. To the hesitant among us, I'll quote Jewel Kilcher, "Everything's temporary given enough time." 

     


    Four - How

     

    I'm going to save the "HOW" for another article, where I'll detail exactly how I'm getting amazing sound in my listening room, by supplementing my two channel system with an immersive system. Please notice that I said supplement, not replace. I'm still a card-carrying, knuckle-dragging audiophile who loves two channel stereo. It's what I grew up listening to and it's impossible to get it out of me, no matter how great immersive audio sounds. 

     

    I will say that my immersive system is among the most unique in the world, and capable of stunning sound. I'm using custom 65,000 tap convolution filters from Accurate Sound, and have the ability to upsample to DSD256 with HQPlayer. All Wilson Audio speakers with Constellation and Mytek amplification, Merging Technologies digital, and Transparent Audio cabling throughout.  Here's an updated system list (LINK).

     

    I can't wait to write about it all for everyone, in detail. The problem is that I have to stop listening long enough, to compose the articles :~)

     

     




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    On 5/10/2023 at 5:31 AM, El Guapo said:

    I helped a friend setting his H2-4D two months ago. Dante/AES67 works fine. H2-4D can fit in Ravenna/AES67 but only @ 48KHz (which is enough for Atmos and DTS:X tho).

    IMG_6745.thumb.jpeg.4cceb1d2ba179e13185357db88bb5a26.jpeg


    Audio path is:

    Arvus <AES67> Hang Loose Convolver runs 65K taps length FIR filters for RC <AES67> Merging DACs. No lip-sync issue when watching Blu-ray contents.❤️

    Image3-27-23at9_13PM.thumb.jpeg.76f1090d1e7c721d421e32710bb9784f.jpeg

     

    But because Merging’s ANEMAN can’t see Dante/AES67 so you have to go Advanced page to manually set the connections.

    Image2023-3-28at4_40PM.thumb.jpeg.a3c7f18ba38c1b51ab21a04d099a47ef.jpeg


    Playback DTS:X contents from VLC also no problems.

    Image2023-3-28at9_27PM.thumb.jpeg.905a8f9a6caeb9f6d7e88531af7be3f6.jpeg
     

    Can’t wait for H1-D.😃

    This is a wonderful information i also wait for H1-D. Do you have more detailed information of your friends setup. It would be very appreciated.

    Maike

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    1 hour ago, The Computer Audiophile said:

    Another pretty good article about immersive audio in the NYT. I usually read stuff like this and roll my eyes. 

    I just thought it was interesting they mentioned quadrophonic 4.1 as a precursor to immersive, but didn't mention SACD and 5.1

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    Read that NYT piece. One day people in the industry will realize that spatial audio works with anything, from one instrument pieces to full orchestras. It depends on the person making the mix. One botched effort does not mean a particular genre can’t work in spatial.

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    7 hours ago, JoeWhip said:

    Read that NYT piece. One day people in the industry will realize that spatial audio works with anything, from one instrument pieces to full orchestras. It depends on the person making the mix. One botched effort does not mean a particular genre can’t work in spatial.

    I was going to contact the writer, but because he isn't on NYT staff his info isn't provided. I couldn't find a good email for him. My have an issue with the following paragraph and was going to give him some examples to show him he isn't correct. There's no such thing as a good or bad format for a type of music. it's all about the people who create it, their decisions, their skill level, and the direction they are given.

     

    "Similarly, some selections you can find in Apple Music’s “Classical in Spatial Audio” playlists seem poorly selected for the format. A recording of a profound solo work like Bach’s “The Well-Tempered Clavier” isn’t exactly crying out for the spatial treatment. But when it receives one — as in an otherwise pleasant recording by Fazil Say — it merely sounds like it’s had its reverb levels jacked to the sky. It’s more distracting than moving. Such extraneous mixes are also a poor advertisement for what Dolby Atmos can provide when applied to the right repertoire."

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    1 hour ago, The Computer Audiophile said:

    Apple Music’s “Classical in Spatial Audio”


    My understanding is Apple’s spatial audio is meant to be listened with Apple headphones/EarPods with the iPad/iPhone. It involves active head tracking which means you need a camera to track your head movement. [ note: During the earlier developments of products such as this they used to add a caveat that it works for most. Unfortunately, it doesn’t work for me. ]
     

    The correct option to hear Apple Spatial music for a more immersive audio with external speakers is to play their Dolby Atmos encoded tracking. Dolby Atmos is not the same as Apple spatial audio. 
     

    Without knowing the exact track and the way he played them it is unwise to come to any conclusion based on the writers subjective opinion. 
     

     

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    52 minutes ago, STC said:


    My understanding is Apple’s spatial audio is meant to be listened with Apple headphones/EarPods with the iPad/iPhone. It involves active head tracking which means you need a camera to track your head movement. [ note: During the earlier developments of products such as this they used to add a caveat that it works for most. Unfortunately, it doesn’t work for me. ]
     

    The correct option to hear Apple Spatial music for a more immersive audio with external speakers is to play their Dolby Atmos encoded tracking. Dolby Atmos is not the same as Apple spatial audio. 
     

    Without knowing the exact track and the way he played them it is unwise to come to any conclusion based on the writers subjective opinion. 
     

     

    Hi STC, Apple calls all Dolby Atmos spatial audio. It can be played on any system with any headphones or speakers. Head tracking requires Apple products, but no camera. 
     

    Only music played to headphones goes through Apple’s spatial audio renderer, rather than the Dolby Atmos official renderer. 

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    15 minutes ago, The Computer Audiophile said:

    Only music played to headphones goes through Apple’s spatial audio renderer, rather than the Dolby Atmos official renderer.


    More confusion here and Apple is not forthcoming with proper explanation for the technology they use. Apple spatial audio itself means very little unless the format is Dolby Atmos or multichannel. It can be useful for stage following with headphones. External speakers relies on Atmos format for the immersive surround feel. For music which is predominantly frontal event the surround function only meant to produce ambiance adding spaciousness. For marketing purpose, it is possible to place any instruments around the listener for “wow” factor. 
     

    Problem is when we remaster original stereo or multichannel work for ATMOS or process them for spatial audio like Sony360, it is basically the engineers design. Looking at the sudden surge of ATMOS, I doubt they actually do vigorous testing for proper spectral balance in typical setups. Bob Marley’s Dolby ATMOS is an example. Those do not have spatial awareness formation. So Dolby ATMOS to have commercial success they have add more contends than the ambiance to the sound outside the frontal stage.  
     

    So basically, we are listening to Dolby Atmos of Apple remastering. This got nothing to do to the original purpose of Apple spatial audio. It is just spatial audio or immersive audio of surround sound with height info ( that is most likely just more reverbs ). 
     

    I would suggest that you pay close attention to Oppenheimer’s music during the credit score at the end and compare that to the Dolby ATMOS version of Apple. You do not get the imaging and floating separation of the instruments as in the IMAX version with Dolby ATMOS. 

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    6 minutes ago, STC said:

    For music which is predominantly frontal event the surround function only meant to produce ambiance adding spaciousness

    Why would you limit music to a frontal event and only ambiance in surround channels? Now that we have good technology to place sound in a 3D space, it has been freed from the bounds of all that came before. 
     

     

    8 minutes ago, STC said:

    For marketing purpose, it is possible to place any instruments around the listener for “wow” factor. 


    You should really listen to some Atmos. There is some fantastic music using all the channels. Grateful Dead with four different voices harmonizing from four different height channels is amazing. I’ve yet to hear anything “wow” factor-ish. 
     

     

     

    11 minutes ago, STC said:

    Problem is when we remaster original stereo or multichannel work for ATMOS or process them for spatial audio like Sony360, it is basically the engineers design


    Very true, but I don’t see it as a problem. I used to, until I spent a lot of time listening. 
     

     

    12 minutes ago, STC said:

    Looking at the sudden surge of ATMOS, I doubt they actually do vigorous testing for proper spectral balance in typical setups

    It’s a creative decision by the engineers involved. If they want balance or not, it’s not anyone’s job to test. 
     

     

     

    13 minutes ago, STC said:

    basically, we are listening to Dolby Atmos of Apple remastering. This got nothing to do to the original purpose of Apple spatial audio. It is just spatial audio or immersive audio of surround sound with height info ( that is most likely just more reverbs ). 


     

    If you use headphones, you hear Apple’s renderer. Engineers can listen through this now when creating a mix. 
     

    There isn’t a singular original purpose of spatial audio.  Artists now have tools to create and deliver music a different way. 

    15 minutes ago, STC said:

    would suggest that you pay close attention to Oppenheimer’s music during the credit score at the end and compare that to the Dolby ATMOS version of Apple. You do not get the imaging and floating separation of the instruments as in the IMAX version with Dolby ATMOS.


    I can listen to it on my 12 channel system in the next couple days. I don’t have an imax system so I can’t compare :~)

     

    The issue with imax is it’s limited to a couple theaters in each large city. Atmos is available on billions of devices. 

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    IMAX theaters do not use Dolby Atmos AFAIK.

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    35 minutes ago, The Computer Audiophile said:

    Why would you limit music to a frontal event and only ambiance in surround channels? Now that we have good technology to place sound in a 3D space, it has been freed from the bounds of all that came before. 
     


    Musical event is a frontal stage performance. Unless, there is violinist hanging on a cable circling the stage and hall, all the sound incidence originate from the frontal stage.

     

    For movies and games, you want sound to come around us as it provides cues of actual source located in 3D space.  For music, the initial idea was to retrieve or recreated the ambiance to to the surround. But that is no longer the idea as multi channel format allow to direct different instruments to different speakers. That is exciting and like-able but imagine to expect the same placement in real live performance!

     

     

    35 minutes ago, The Computer Audiophile said:

    You should really listen to some Atmos. There is some fantastic music using all the channels. Grateful Dead with four different voices harmonizing from four different height channels is amazing. I’ve yet to hear anything “wow” factor-ish. 

     

    “So it’s no surprise that purists may balk at Wilson’s Atmos take on Europe ‘72, which engages both the rear and height speakers for a full-on immersive experience. Perhaps the lack of accompanying video allowed him free license to experiment even further with the spatial positioning? I never would have guessed that a live recording of this vintage could lend itself to such an adventurous surround mix. It makes one wonder what he could achieve with other classic live albums from this era, such as Crosby, Stills, Nash & Young’s 4 Way Street or Deep Purple’s Made In Japan.

    The rhythm guitars are mostly panned to the side speakers, while lead vocals are largely isolated in the center channel. Though the rear surround and rear height channels predominantly carry ‘you are there’ reverberation and ambience, the front height speakers are used quite extensively for lead guitar, piano, and organ parts. The Dead’s trademark harmonies appear all around the room, with individual voices sometimes even placed in the top speakers.

    The overall sound quality is impressive for an early-70s live recording, and – perhaps due to the wide channel separation – considerably clearer than the original stereo mix. That said, there is some noticeable distortion on the rhythm guitar parts and the drums seem a bit too far back in the mix at times.” - immersive audio.com

     

    That’s wow factor to me.   

    35 minutes ago, The Computer Audiophile said:

    If you use headphones, you hear Apple’s renderer. Engineers can listen through this now when creating a mix. 


    Apple spatial audio uses your own ears to calculate and render the BRIR. It is not used to mastering. It is for playback to externalization the sound and place the audio object as intended. They would use Dolly ATMOS encoding for immersive sound mastering. 
     

    It would be interesting if you extract each speaker’s sound individually to see what they are really producing. Do you hear 12 individual instruments all the time or something else or nothing at all.

     

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    3 minutes ago, STC said:

    Musical event is a frontal stage performance. Unless, there is violinist hanging on a cable circling the stage and hall, all the sound incidence originate from the frontal stage.

    No. 
     

    spacer.png

     

     

    Where is the front supposed to be for Dark Side of the Moon? There was never a musical event. 
     

     

    5 minutes ago, STC said:

    Apple spatial audio uses your own ears to calculate and render the BRIR. It is not used to mastering. It is for playback to externalization the sound and place the audio object as intended. They would use Dolly ATMOS encoding for immersive sound mastering. 


    It can, but that isn’t required. 
     

    When I open Logic I can select the Apple spatial audio renderer or a Dolby renderer. Each gives me what the end user will hear. 

    6 minutes ago, STC said:

    would be interesting if you extract each speaker’s sound individually to see what they are really producing. Do you hear 12 individual instruments all the time or something else or nothing at all.


    That’s simple either on the 12 channel WAV output from the decoder or by using my Merging Anubis that can isolate channels with the push of a button. 

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    On 8/25/2023 at 12:30 AM, Me2 said:

    Do you have more detailed information of your friends setup.

    Yes. Here's the system map:

    IMG_8334.thumb.JPG.5a8ad9839260057f187e608149367a7c.JPG

     

    His system is for both home theater and immersive music. FIR is produced by ALXO. DSP is powered by Hang Loose Convolver.

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    33 minutes ago, The Computer Audiophile said:

    No. 
     

    spacer.png

     


    And I suppose the listener is in the middle surrounded by music. The correct way to produce this would require the same number of speakers as the performers but then they are not using individual mics to capture individual sound. So how the engineers can separate the instruments? 
     

    33 minutes ago, The Computer Audiophile said:

    Where is the front supposed to be

     The only time I experience such sound is when sitting around camp fire. That too not surround feel but singer and instruments from front to side and nothing behind me. 😂

     

    I have not been to an actual event like this in real life. 
     

    33 minutes ago, The Computer Audiophile said:

    It can, but that isn’t required. 
     

    When I open Logic I can select the Apple spatial audio renderer or a Dolby renderer. Each gives me what the end user will hear. 


    Me too. I just choose what’s sound best to my ears. Some old movie sounds good with all multi channel stereo far better than the 5.1 format they render. 
     

    33 minutes ago, The Computer Audiophile said:

    That’s simple either on the 12 channel WAV output from the decoder or by using my Merging Anubis that can isolate channels with the push of a button. 


    That would be very useful to understand about immersive audio.

     

    and about Dark Side of Moon….original intended as quadrphonic format. A true 360 degrees circle sound. 
     

    Music can be made to make sound come from any direction you want. It doesn’t make it right or wrong. It is a different format and not to be mixed with spatial hearing. Spatial audio is about rendering sound to the ears as one would hear in live event. The 3D and immersive audio is about rendering sound surrounding us. 

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    24 minutes ago, El Guapo said:

    Please take a closer look at the picture for recording session. The mics positions / directions are 7 for level and 5 for height. It can match both Dolby 7.1.4 and Auro3D’s speaker layout. If you want to playback such recording, best experience will be discrete DXD with matching speaker layout (for example, 7.1.4).IMG_8338.thumb.jpeg.ab57ac9c381dd668c5f8eae677fe4c3e.jpeg


    It is known as 2L Cube developed by Morten himself.  The use is of total 11 channels depends on the format. For example for the use of stereo, input of 2 mics only used and the information of other mics are ignored. 
     

    2L recording is specifically made to exemplify surround feel. 
     

    I am not saying they sound bad , I am just addressing the initial quote of NYT where some format may not sound good if it is not originally made with surround in mind. 2L is so far the best immersive experience.  I am one of the early advocates for multi channel sound reproduction for music. Please don’t get me wrong. 

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    4 hours ago, El Guapo said:

    Yes. Here's the system map:

    IMG_8334.thumb.JPG.5a8ad9839260057f187e608149367a7c.JPG

     

    His system is for both home theater and immersive music. FIR is produced by ALXO. DSP is powered by Hang Loose Convolver.

    This is a set-up that has been in my head for a long time. I think that the yellow lines are Ravenna network. Am I correct in assuming that AD-DA conversion takes place in the Merging MK2. How does the system behave in movies with lip sync when the sound is still routed through the MAC and Convolver? My speakers have partial Hypex Fusion Plate amplifiers and if possible I would like to do as much as possible without AD-DA conversion and drive digitally to the speakers. BTW what is ALXO? Thank you for sharing your thoughts.

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    3 hours ago, Me2 said:

    AD-DA conversion takes place in the Merging MK2

    There’s no AD - DA in the system. All digital to digital. That’s why we choose AoIP — Arvus H2-4D has AES67 interoperability. (Technically speaking there’s only one AD: Anubis’ mic pre when doing log sweep.)

     

    3 hours ago, Me2 said:

    How does the system behave in movies with lip sync when the sound is still routed through the MAC and Convolver?

    The latency of AoIP is very low actually. 4ms from Dante/AES67 and 1ms from Ravenna/AES67 @48KHz sampling rate. The convolver’s processing buffer is about 10ms (480 frames). FIR filter’s latency depends on taps length and optimization knowledge. Most of the time he uses 16K taps FIR per pipeline for theater and 65K taps per pipeline for immersive audio. Lip sync is within tolerable range.


    ALXO is Audiolense XO. World’s best DRC software for multichannel. You can get it from:

    https://juicehifi.net

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    I wrote a little description of how to get virtalised rendering of Atmos into your headphones on a shoestring.
    It's easy to have an opinion if you never experienced Atmos or surround.
    I bet most will think otherwise once you hear Kind of blue or Jean-Michel Jarre's Oxymore - even through this €200 setup!
     

     

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