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Real Rooms vs. Artificial Reverberation: An evaluation of actual source audio vs. artificial ambience
Author(s) -
Richard King,
Brett Leonard,
Will Howie,
Jack Kelly
Publication year - 2016
Publication title -
proceedings of meetings on acoustics
Language(s) - English
Resource type - Conference proceedings
ISSN - 1939-800X
DOI - 10.1121/2.0000515
Subject(s) - reverberation , computer science , channel (broadcasting) , audio signal , speech recognition , audio signal processing , signal (programming language) , sound recording and reproduction , acoustics , artificial intelligence , computer vision , telecommunications , speech coding , physics , programming language
Many spatial audio researchers and content producers agree that the best source material for height channels in immersive audio is provided by the capture of actual elevated channels in the room. Particularly for music recording, this technique is preferred as opposed to signal processing, providing a more natural and realisti impression of immersion. While previous work has proven this to be the case in the front channels of various 3D playback systems such as 22.2, the content of the rear height channels has not been specifically evaluated. Multichannel audio recording, specifically 3D recording can be a cumbersome task as the channel counts expand - and so the question arises - is it really necessary to capture discrete rear height information? This research compares four height channel capture points compared to two capture points applied to the front height channels in conjunction with artificial reverberation in the rear channels. A two-part study is employed - the first is a simple ABX test to determine discriminability between the real rooms and the artificially generated version. Part two is a preference test, based on several standard acoustic/perceptual descriptors, revealing the subtle differences between real and artificial rear height channel information.Many spatial audio researchers and content producers agree that the best source material for height channels in immersive audio is provided by the capture of actual elevated channels in the room. Particularly for music recording, this technique is preferred as opposed to signal processing, providing a more natural and realisti impression of immersion. While previous work has proven this to be the case in the front channels of various 3D playback systems such as 22.2, the content of the rear height channels has not been specifically evaluated. Multichannel audio recording, specifically 3D recording can be a cumbersome task as the channel counts expand - and so the question arises - is it really necessary to capture discrete rear height information? This research compares four height channel capture points compared to two capture points applied to the front height channels in conjunction with artificial reverberation in the rear channels. A two-part study is employed - the first is a simple ABX test to dete...

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