jgazal
500+ Head-Fier
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2. Don't be silly.
4. Seriously man, this is so pointless. Why can't you just accept my definitions and terms as they are?
5. Except the studio is an acoustic crossfeeder too. Your both ears hear all the monitors. That's crossfeed.
I am not being silly.
I really have empathy for you.
So let me ease your pain, so that I can ease mine also.
So let's go toguether, but promise you are going to be patient with me.
Read what you had previously written:
Cancellation of loudspeaker crosstalk as a concept is familiar to me. I studied acoustics in the university and worked in the acoustics lab for almost a decade. However, I am not sure why you talk about loudspeaker cross-talk cancellation in a thread about cross-feed in headphone listening. Personally I am not that worried about loudspeaker cross-talk. It is a "natural" acoustic phenomenon that doesn't create unnatural signals to my ears. Making the listening room more absorbent and using more directional loudspeakers one can reduce cross-talk, if that is an issue. (...)
I think you confuse cross-talk and cross-feed in some places.
Is it loudspeaker crosstalk or crossfeed?
I thought feed was something that you do deliberately and not something that occurs without human intervention.
Now read what Professor Choueiri wrote:
10 How does BACCH™ 3D Sound work?
Imagine a musician who stands on the extreme right of the stage of a concert hall and plays a single note. A listener sitting in the audience in front of stage center perceives the sound source to be at the correct location because his brain can quickly process certain audio cues received by the ears. The sound is heard by the right ear first and after a short time delay (called ITD) is heard by the left ear. Furthermore there is a difference in sound level between the two ears (called ILD) due to the sound having travelled a little longer to reach the right ear, and the presence of the listener’s head in the way. The ILD and ITD are the two most important types of cues for locating sound in 3D and are to a good extent preserved by most stereophonic technique11.
When the stereo recording is played through the two loudspeakers of a standard stereo system, the ILD and ITD cues are largely corrupted because of an important and fundamental problem: the sound recorded on the left channel, which is intended only for the left ear, is heard by both ears. The same applies to the sound on the right channel. Consequently, an audiophile listening to that recording on standard stereo system will not correctly perceive the musician to be standing on the extreme right of the stage but rather at the location of the right speaker.
Consequently the perceived soundstage is mostly confined to an essentially flat and relatively limited region between the two loudspeakers irrespective of the quality and cost of the hardware in the standard stereo system - the 3D image is greatly compromised12.
In order to insure the correct transmission of the ILD and ITD cues to the brain of the audiophile, the sound from the left loudspeaker to the right ear, and that reaching the left ear from the right loudspeaker (called “crosstalk”) should be cancelled.
The technique of crosstalk cancellation (XTC) has been known for some time and can be applied by filtering the recorded sound through an XTC filter before feeding it to the speaker. This can easily be done digitally. However, until recently, XTC filters have had a detrimental effect on the sound as they inherently add a strong spectral coloration to the processed signal (i.e. they severely change the tonal character of the sound). This is why XTC had not been widely adopted by stereo manufacturers and audiophiles. (See the detailed discussion on XTC-induced sound coloration in the technical paper).
BACCH™ 3D Sound is based on a breakthrough in XTC filter design, that allows producing optimized XTC filters, called BACCH13 filters, that add no coloration to the sound for a listener in the sweet spot. Not only do BACCH filters purify the sound from crosstalk, but they also purify it from aberrations by the playback hardware in both the frequency and time domains.
The result is a 3D soundstage with a striking level of spatial and tonal fidelity never experienced before by audiophiles.
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11 They are most accurately preserved if the recording is made with a dummy head (see Q&A 13).
12 Aside from greatly compromising the 3D image, standard stereo (and even more, surround sound), inherently suffers from the problem of comb filtering, which significantly alters the tonal content of sound, and which is due to the interference of sound waves emanating from more than one speaker.
13 BACCH stands for “Band-Assembled Crosstalk Cancellation Hierarchy” - a name that represents the mathematical filter design method and pays tribute to the great composer with a similar sounding name.
Do you still think the "Spatial distortion" you want to address by adding electronic/digital crossfeed at headphone playback is worse than the fundamental problem Professor Choueiri wants to solve with acoustic crosstalk cancellation at speakers playback?
I don’t.
If you do, then this is the second time Dr. Choueiri is in disagreement with you.
Do you still think that "the studio is an acoustic crossfeeder too" instead of what Dr. Choueiri designates as "crosstalk", an "important and fundamental problem"?
If you do, then this is the third time Dr. Choueiri is in disagreement with you.
That’s why I believe pinnahertz insisted that you need to be precise with terms describing physical phenomena.
1. Crossfeed (...) just scales ILD to natural levels. ILD is mixed for speakers and are most of the time too large for phones.
I would only say "natural levels" provided that you clearly state that your reference is stereophonic recordings played with loudspeakers without crosstalk cancelation.
I would say "standard levels with currently mainstream dsp-less playback environments".
And why one would need to state that?
Because dsp-less mastering and playback environments with the "fundamental problem" of "crosstalk" are not the state of the art anymore.
6. Unfortunately there is: Spatial distortion.
I would not say "Spatial distortion" at all.
If you have stereophonic recording convolved with a binaural room impulse response (two measured speakers and two looking angles) with interpolation in real time to account for head movements and equalization to neutralize the headphone filtering, would you still add crossfeed?
If you want to monitor how your mix is going to sound in currently mainstream dsp-less playback environments, then certainly yes.
If you want to monitor how your mix is going to sound in state of the art playback environments in which your listener has the same headphone rig as you have or speakers with a crosstalk cancellation device (for instance Professor Choueiri bacch-dsp or an phased array of beaforming transducers), then adding crossfeed in the “magic number” of “98%” of your recordings is certainly decreasing "spatial and tonal fidelity".
So now read this post again:
I don’t think he is trying to fight.
I believe he is trying to figure out what is in your opinion the percentage of recordings with unnatural ILD.
So please, do you mind to describe which recordings from 1958 are you referring to and how they were mixed?
To have a numerical perspective, just forget the algorithms that choose music according to music preference and past choices and tell us: if anybody plays 100 musics choosen randomly, how many does have in your opinion unnatural ILD?
You write about crossfeed as if they (recordings with unnatural ILD) were the majority.
To put into perspective, this is Professor Choueiri opinion, which seems to be the opposite, in other words, the minority of recordings:
13 Is the 3D realism of BACCH™ 3D Sound the same with all types of stereo recordings?
The stereophonic recording technique that is most accurate at spatially representing an acoustic sound field is, incontestably, the so-called “binaural” recording method15, which uses a dummy head with high-quality microphone in its ear 16. Until the recent advent of BACCH™ 3D Sound, the only way for an audiophile to experience the spectacular 3D realism of binaural audio was through headphones. Many such recordings exist commercially, and more have recently been made thanks to the iPod revolution.
BACCH™ 3D Sound shines at reproducing binaural recordings through two loudspeakers and gives an uncannily accurate 3D reproduction that is far more stable and realistic than that obtained by playing binaural recordings through headphones17.
All other stereophonic recordings fall on a spectrum ranging from recordings that highly preserve natural ILD and ITD cues (these include most well-made recordings of “acoustic music” such as most classical and jazz music recordings) to recordings that contain artificially constructed sounds with extreme and unnatural ILD and ITD cues (such as the pan-potted sounds on recordings from the early days of stereo). For stereo recordings that are at or near the first end of this spectrum, BACCH™ 3D Sound offers the same uncanny 3D realism as for binaural recordings18. At the other end of the spectrum, the sound image would be an artificial one and the presence of extreme ILD and ITD values would, not surprisingly, lead to often spectacular sound images perceived to be located in extreme right or left stage, very near the ears of the listener or even sometimes inside of his head (whereas with standard stereo the same extreme recording would yield a mostly flat image restricted to a portion of the vertical plane between the two loudspeakers).
Many of well-made popular music recordings over the past two decades have been recorded and mastered by engineers who understand natural sound localization and construct mostly natural-like stereo images, albeit artificially, using realistic ILD and ITD values. Such recordings would give a rich and highly enjoyable 3D soundstage when reproduced through BACCH™ 3D Sound.
——————
15 The accuracy is due to the fact that binaural audio preserves not only the correct ILD and ITD cues discussed in Q&A10, but also contains so-called “spectral cues,” which are the effects the torso, head and ears have on the frequency response and which the brain uses, in addition to ILD and ITD cues, to locate sound, especially at higher frequencies.
16 The spatial accuracy of dummy head recording is only surpassed by recordings made with microphones placed in the listener’s own ears - alas, a rare commodity that would have benefits upon playback for only that listener.
17 This is because binaural playback through headphones or earphones is very prone to head internalization of sound (which means that the sound is perceived to be inside the head) and requires, in order to avoid this problem, an excellent match between the geometric features of the head of the listener and those of the dummy head with which the recording wasmade (this problem has been recently surmounted by the Smyth headphones technology http://www.smyth-research.com/). Pure Stereo does not suffer from this problem as the sound isplayed back though loudspeakers far from the listener’s ears.
18 The 3D realism is the same although the ability of reproducing a sound source at a location that accurately corresponds to the original location is relatively decreased due to the absence of spectral cues.
3. So what is the message of pinnahertz? Don't do anything?
I believe he agrees that stereophonic with "unnatural ILD" (more than one would find if an real instrument were played at the position you want to pan it) may benefit, stating clearly that the reference for "natural ILD levels" is the real musical event and a dummy head and not the currently mainstream mastering room dsp-less environment.
The reference used to be the crosstalk corrupted mastering environment. Now dsp allows an such ambitious reference as the real musical event thus ILD experienced with acoustic crosstalk cannot be considered "natural".
I know @pinnahertz is going to disagree since he still uses the mastering room environment as the reference for fidelity, but I am just saying that, creative intent aside, the state of the art dsp allows the mastering enviroment to be potentially faithful to the spatiality of the music event.
7. Six years ago I didn't know it is a problem, but people get wiser. I had no clue about the potential of headphone listening, very few have. People are blind to problems they don't understand. For years I didn't "connect the dots", but in 2012 I did. I wasn't spatially ignorant anymore. It was about the time! Experiences like that make one humble.
I am afraid you still do not agree with Professor Choueiri that acoustic crosstalk speakers playback is worse than the lack of crossfeed in headphone playback. And I am certain that Professor Choueiri is humbler than you.
I know it is hard to give up something that was so dear to you since 2012, but just let it go. We need to.
That is why I guess, I believe, I have the opinion that deliberatly adding, digitally or eletronically, crossfeed at playback may be beneficial only to "ping pong recordings", recordings with "strong stereo separation", recordings with "unnatural ILD".
P.s.: By dsp-less I mean mastering environments in which dsp in not restricted to panning and synthetic reverberation, but goes further to cancel crosstalk in speakers and externalize virtual speakers on headphones.
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