3D Audio: aesthetical and technical aspects of recording and mixing in 3D Andreas Werner, Prof. Martin Neukom, David Bollinger, Lars Dölle, Simon Könz Abstract Being restricted to stereophonic or two-dimensional formats for creating a surrounding space is unrewarding. The surrounding space that gives us the impression of being in a church, a concert hall or a theatre is missing. Important characteristics of contemporary music, contemporary theatre as well as sound art with a focus on spatial elements can not be reproduced properly. Also, in new media like 3D cinema or television, video games and new applications for the creation of virtual spaces, appropriate systems for playback and recording are necessary. Considering today‘s technical capabilities, it is very difficult for the sound engineer to find an appropriate approach for the reproduction of a specific acoustic situation. Empirical knowledge is rather diffuse, theoretical approaches and technical means are rarely based on clear criteria. An official vocabulary for describing and qualifying three-dimensional acoustic events is missing. The intention of the project is to work out methods for the reproduction of three-dimensional sound environments, based on certain defined criteria. Considering different listening situations, the process of recording, mixing and playback as well as the reception by the listener will be examined. In every stage of this research, the focus is on reproducing spatial properties with specific characteristics. The project is focused on recording and mixing. Developing a systematic vocabulary for threedimensional audio complements the project. The project draws upon many years of experience from the sound engineering department of the Zurich University of the Arts. Furthermore, the ICST supports the project with its expertise in 3D-audio technology and artistic research. Collaborating with various orchestras, ensembles, with well-known composers and sound artists gives the project a solid base for the production and evaluation of the recordings. In order to give significant impetus to the development of a modern and content-oriented practice, a practical research approach needs to be developed. The intention is to give sound engineers and artists a reference and model for developing further technologies. Listening situation After evaluating the most common playback systems for three-dimensional sound, we decided to use a 5.1 loudspeaker array with five additional height speakers. These extra speakers are top left, top right, top left surround, top right surround and one directly above the listener, pointing downwards. To facilitate the comparison of different recording and mixing ch. 1 ch. 2 ch. 3 ... S M S M S M S M mix plugin mixing and spacialisation Legend: system excuded busses (plugin side chain) system internal busses SEND SEND SEND SEND SEND SEND SEND SEND SEND SEND SEND S S MM S S MMM S S S MM S S MMM S S M S S MM S S MMM S S S MM S S MMM S S M Input 1 Input Input 11 Input Input 11 Input 1 Input 1 Input Input 11 Input Input 11 Input 1 Input Input 11 Input Input 11 Input 1 Input 1 Input Input 11 Input Send 1 1 input channels (main and spot microphone signals) send channels hold the 3D send plugin RECEIVE MIX Plug S SEND SEND SEND SEND SEND SEND SEND SEND SEND SEND S S MM S S MMM S S S MM S S MMM S S M M Input 1 Input Input 11 Input Input 11 Input 1 Input 1 Input Input 11 Input Receive L1 Mix mix channel holds the 3D mix plugin receive channels L, R, Ls, Rs, C, LFE, Lh, Rh, Lsh, Rsh and Top hold the 3D receive plugin S S MM S S MMM S S S MM S S MMM S S M Input 1 Input Input 11 Input Input 11 Input 1 Input 1 Input Input 11 Input Output L1 output channel used for recording descrete, loudspeaker related audio tracks (bounce) Panning software Positioning the sound sources within the loudspeaker array is done by a special pan ning software. As for today‘s standard, digital audio workstations (DAWs) only allow panning in the horizontal plane. Some tools exist that allow to overcome this limitation, in order to pan sources in the vertical dimension as well. This is done by a plug-in that bypasses the DAWs standard mixing structure and replaces parts of it with it‘s own panning and mixing engine (see figure above). Prototype recordings 10.1 loudspeaker setup (ITU 5.1 surround plus hight layer and top-loudspeaker) techniques, the playback system stays the same for the whole duration of the project (see Van Daele und Van Baelen 2012, pages 11-14) Expert opinions construction for the 10.0 microphone array, Tonhalle November 2013 signal flow diagram for three dimensional mixing within the DAW There is hardly any literature on 3D-audio. Therefore, close collaboration with experts who have practical experience in this field and are ready to share their thoughts is essential. Some of the experts we are contacting have more of a technical background, like sound engineers who have developed their own methods for recording and mixing in 3D. We are planning to exchange our recordings with them, as their feedback will be most valuable to our work. In order to get as much information from these experts as possible, an interview guideline has been made. Other experts have more of a musical background: musicians, conductors and sound artists are helpful in judging recordings on an aesthetic level, especially if they were involved in the recording. We will also be collaborating with a composer who will create a sound installation specifically for us to record in 3D. For this kind of project a practical approach has to be taken. Prototype recordings of spatially interesting content will provide the basis for the development of recording and mixing techniques. Furthermore a vocabulary to clearly describe the properties of three-dimensional sound events will be developed. The recordings will include: • Symphony Orchestra in a large hall • Small Ensemble, including electro-acoustic events • Pop music, remix of a stereo production to 3D • Singer/narrator who is moving around the listening position • Rock-concert (Live-recording) • Jazz recording, musicians spread around the listening position • Recording of a three-dimensional sound installation updated: 19/01/2014 [email protected] Institute for Computer Music and Sound Technology www.icst.net
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