gregorio
Headphoneus Supremus
- Joined
- Feb 14, 2008
- Posts
- 6,746
- Likes
- 4,035
[1] When going from live sound in nature (0) to speakers (1) we lose lots of original spatial information, but new spatial information is generated. The amount of spatial information isn't the issue, but the fact that ORIGINAL spatial information is lost.
[2] Headphones without crossfeed present the spatial information in wrong context ...
[2a] Crossfeed doesn't really change the amount of spatial information but [2b] converts it into a more correct form for our spatial hearing.
[3] When there is no real life sound, what the recording sounds like on speakers kind of becomes the "real thing".
[4] As I have mentioned, fabricated spatiality is ok if each individual sound object in the mix has proper spatial context.
1. What live sound in nature and what ORIGINAL spatial information is lost? The original spatial information of say the snare drum on a typical recording will be the sound + spatial information from 1 inch away from the drum (in mono) AND the sound + spatial information from 6ft away (in stereo) AND the sound + spatial information from say 20ft away (in mono), this is all mixed together, EQ'ed, compressed and artificial reverb is added and then it's mixed with all the other instruments in the band, all of which have different spatial information from different positions in different acoustic spaces and is EQ'ed and compressed differently! Your whole concept of "natural" and "original" spatial information is a fallacy that OBJECTIVELY does NOT exist and pretty much the last thing we would want is natural or original spatial information!
2. Yes they do but so do speakers and headphones without crossfeed because the spatial information is all in the "wrong context" to start with (on the recording). In fact, it's in a bunch of significantly different and conflicting contexts!
2a. Correct.
2b. No it doesn't, it's not only the same amount of spatial information, but exactly the same improper, unnatural, conflicting spatial information in every other respect, just crossfed! There's no complex processing occuring, no "converting it into" a natural, proper or "correct form", the technology to do that does not exist and if it did, it would be pretty much the last thing we would want! This, AGAIN, is the objective facts! Now clearly, you perceive something that sounds "correct" to you (with crossfeed), which is fine but that is NOT the objective fact, it is YOUR perception and therefore NOT applicable to everyone else.
3. Are speakers magic, are they implementing some technology that doesn't exist? Speakers are obviously not the "real thing", they do not make a recording "kind of become the real thing" because there is no real thing and there isn't intended to be. What speakers do is just transduce and replay the recording and the listening environment adds room acoustics and the result is an illusion which is NOT the real thing but hopefully pleasing.
4. That's exactly my point, each individual sound object in the mix does NOT have "proper spatial context"! Again, the typical snare drum "in the mix" does not have a proper spatial context, it has about 4 very different and contradictory spatial contexts. In fact, it's hard to image a spatial context that's LESS "proper"! So, you are contradicting yourself (again)!
Gregorio, my point was that more channels mean more possibilities for sound location and more specific sound fields.
Yes, I realise that and while your statement is often/sometimes true, that's not always the case in practice. For example, if we have standard 2 channel stereo and then add a 3rd (centre) channel we do not have more possibilities for sound location, we have exactly the same possibilities. Additionally, the paradigm of more channels isn't really how Atmos works anyway. Maybe my explanation to bfreedma below will help.
Nice post.
Only addition/correction is that there are a number of 16 channel Atmos processors available (Storm Audio, Emotiva, Bryston Acurus, Monoprice (soon). Storm Audio also has 20 and 32 channel processors, though I'm not sure how the 16 channel Atmos processing works with the additional channels in post processing.
I assume they must be consumer Atmos processors? Theatrical Atmos processors are 64 channel, although in both cases they're not really "channels", they're outputs. Before we consider Atmos, we need to get away from the consumer concept of a "channel" and a corresponding physical output/speaker for it. In a consumer stereo system we have a left channel and a right channel and a sound hard panned to say the left channel will exist only in the left audio channel and will be output only to the left speaker. Same with a consumer 5.1 system, we have a left front channel, a corresponding left front speaker and a sound exclusively panned to the front left channel will be output exclusively to the front left speaker. And the same is true with all the other channels/speakers. However, that's not the case with a theatrical 5.1 system. We still have a front left channel and a front left speaker and we also still have a surround (rear) left channel but we don't have a corresponding left surround speaker, instead we have an array of (diffuser) speakers all around the walls. If we pan a sound exclusively to the front left channel of a theatrical 5.1 system, it isn't output to only the front left speaker, some of it is routed to the foremost (nearest the screen) diffuser speaker (and what we would actually hear is a phantom position somewhat further left than the actual left front speaker). A cinema 5.1 system has the same 5.1 audio channels but 30 or more individual outputs/speakers, each of which is a different signal made up of different combinations of the 5 main audio channels in fixed ratios. So for example, a diffuser speaker on the left wall exactly between the front left and surround left positions would receive a signal that is a 50/50 combination of the front left channel and the rear left channel, the next speaker along that wall might receive a signal that is a 60/40 split and so on. This is all setup during installation and our same 5.1 audio channels can therefore feed a small cinema with say 20 speakers or a large cinema with 60. Now we come to Atmos and the first thing to bare in mind is that it's exactly the same, same array of speakers and same fixed ratio combination of what the speakers are fed as with a 5.1/7.1 system. It's important to understand this because the thing that makes Atmos different (audio objects) is in addition to this traditional 5.1/7.1 setup, not a replacement for it! When we're mixing we can simply mix a sound as we always would or, we can assign it as an "audio object", in which case it effectively bypasses the fixed ratio combination of channels that would feed a particular speaker and allows us to address all the speakers individually. In other words, our speaker in the middle of our left wall would output a fixed 50/50 split of the front left channel and surround left channel, plus a completely variable (0% - 100%) amount of an audio object. Atmos also provides us with two additional arrays of (ceiling) speakers, which are accessible as audio objects. In terms of physical audio channels, Atmos has 8 channels (configured as traditional 7.1) but it also has an additional bunch of data, which defines the audio objects. It's a more complex and "intelligent" system because in the case of a smaller cinema with far fewer than 64 speakers, the processor will effectively work out a phantom position for a sound using the available speakers, if a physical speaker doesn't exist in that (panned) location. The consumer version is effectively an extension of this, obviously using even fewer speakers.
I'm not sure how well this explanation helps? Hopefully you can see that the paradigm of an audio channel and it's corresponding physical output isn't really applicable to Atmos?
G
Last edited: