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Efficient Spatial Ambisonic Effects for Live Audio

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Abstract and Figures

Animated by the award-winning, free ambiX/mcfx VST plugins that improve efficiency and applicability of 3D audio productions in Ambisonics, this contribution demonstrates an example of their successful usage and extension as live effects in a latency-critical sound-reinforcement situation. We present 3D-audio live effects developed for and used during the concert performance of Al Di Meola – Elysium Unplugged & More in July 2016, Graz: • Spatial Chorus spins the sound source around the audience at controllable speed, similar to the effect inside a Leslie speaker. • Multi Delay creates an immersive reverb-like sound by a large number of parallel feedback delays. In contrast to conventional reverbs, the clarity of the direct sound is not impaired. • Rotational Delay consists of two feedback delays with a slightly clockwise/anti-clockwise shifting of the delayed sound. This effect envelopes the audience with a flow of previously played phrases.
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29th TONMEISTERTAGUNG - VDT INTERNATIONAL CONVENTION, November 2016
Efficient Spatial Ambisonic Effects for Live Audio
(Effiziente r¨
aumliche Ambisonics-Effekte zur Live-Beschallung)
D. Rudrich, F. Zotter, M. Frank
Institute of Electronic Music and Acoustics
University of Music and Performing Arts Graz, Austria
Email: {rudrich, zotter, frank}@iem.at
Abstract
Animated by the award-winning, free ambiX/mcfx VST plugins that improve efficiency and applicability of 3D audio
productions in Ambisonics, this contribution demonstrates an example of their successful usage and extension as live
effects in a latency-critical sound-reinforcement situation. We present 3D-audio live effects developed for and used
during the concert performance of Al Di Meola – Elysium Unplugged & More in July 2016, Graz:
Spatial Chorus spins the sound source around the audience at controllable speed, similar to the effect inside a
Leslie speaker.
Multi Delay creates an immersive reverb-like sound by a large number of parallel feedback delays. In contrast to
conventional reverbs, the clarity of the direct sound is not impaired.
Rotational Delay consists of two feedback delays with a slightly clockwise/anti-clockwise shifting of the delayed
sound. This effect envelopes the audience with a flow of previously played phrases.
1. Introduction
Recent developments in Ambisonics enabled its practical
application in the production of 3D audio as discussed in [1].
Scientific works of D. Malham [2], A. Sontacchi [3], maybe
most of all the one of J. Daniel [4–6] were fundamental
in making higher-order Ambisonics applicable, and the var-
ious software tools such as iem ambi for Pd1, AmbDec2,
WigWare3, Ambisonic Studio4, ICST Ambisonics Tools for
Max/MSP5, Ambisonic Toolkit for Supercollider6, AmbIEM
for Supercollider7, HOA VST plugins8. An extensive list can
be found on Wikipedia9.
The most recent improvement of the applicability were ad-
vancements in reliable decoding [7, 8] and plugins to exten-
sively produce in Ambisonics, such as [9–13].
As outlined in [14], Ambisonics can be used as a capable
multi-venue infrastructure for several playback facilities [15].
Currently, its distribution and storage format is adopted by
new media companies such as youtube/google/oculus, sug-
gesting to use the ambiX file format [16].
Besides the complex broadcasting and multi-venue playback
capacities, efficient spatialization of sound sources is achieved
for large audiences [17, 18], and it provides the possibilities
to develop new immersive real-time audio effects, e.g. those
based on SDM [19], as discussed in [17].
1by Thomas Musil, https://git.iem.at/pd/iem ambi
2by Fons Adriaensen http://kokkinizita.linuxaudio.org
3by Bruce Wiggins, http://www.brucewiggins.co.uk/?page id=78
4by Daniel Courville, http://www.radio.uqam.ca/ambisonic/
5by Jan Schacher and Philippe Kocher,
https://www.zhdk.ch/index.php?id=icst ambisonicsexternals
6by Joseph Anderson, http://www.ambisonictoolkit.net/
7by Christopher Frauenberger et al
https://github.com/supercollider-quarks/AmbIEM
8http://www.mshparisnord.fr/hoalibrary/
9https://en.wikipedia.org/wiki/List of Ambisonic Software
Fig. 1: Ligeti hall with its 29 loudspeakers hanging from the ceiling,
and musicians in concert.
Much has been achieved recently in terms of Ambisonic
effects, recently, with the ambiX plugin suite, which is able
to implement some of the spatial mastering concepts [20],
Ambisonic Widening [21], and more natural things such as
mirroring, rotation, but also warping, as described in [10,22].
The mcfx plugin suite allows to implement complex spatial
convolutive SDM-based reverberation or the virtualization of
spatial MIMO systems [23].
So far, Ambisonics is applicable (semi-) offline in audio
sequencers. With the usage in Al Di Meola’s concert in July
2016 in Graz as both spatialization and live effect unit, we
prove that its efficiency is also real-time capable with low
latencies.
29th TONMEISTERTAGUNG - VDT INTERNATIONAL CONVENTION, November 2016
broadcast
ambisonic
hemisphere
loudspeaker
and balancing
object signal pre-processing
stage
workstation
ambisonics
address
public
scene-based spatial processing
pedal board
spatialization, effects (common & custom)
decoding
encoding
monitors
preamp, dynamics, EQ, level, monitoringmixing desk
DI signals
microphone &
Fig. 2: Audio Setup of Al Di Meola Concert in Graz, July 2016.
2. Concert Audio Setup
The concert audio setup is depicted in Fig. 2. The mixing desk
was used for standard audio signal processing of the micro-
phone and direct signals from stage including leveling, dy-
namics, EQ and monitoring. The processed signals were sent
to the ambisonics workstation (Reaper with ambiX and mcfx
plugin suite) for Ambisonic encoding and effect processing
(spatialization, widening, reverb, common and custom ef-
fects) with 5th-order resolution (36 channels). The blocksize
for the Ambisonic processing was set to 2×128 samples,
resulting in a latency of about 6 ms. A pedal board on stage
allowed a remote engaging and control of the custom effects
by the musician.
The full scene was decoded to the loudspeaker array of
the venue (hemisphere with 29 loudspeakers). Also the
Ambisonic signals and a video stream were broadcasted live
to another venue (12-loudspeaker hemisphere) to address a
larger audience. Both venues used 5th-order AllRAD [7].
3. Common Effects
The following spatialization/room effects were applied
to every input channel and considered direction, source
width/depth, first reflections, and reverberation.
3.1. Spatialization
To bring the mono signals into the Ambisonics domain, the
ambix encoder plugin was used. It allows signal spatialization
to any position of the Ambisonic sphere, either statically
or dynamically using its built-in OSC interface. E.g. an
automatization can be triggered moving the source on a
predefined trajectory. Also with sending random azimuth
and elevation angles, the signal can be spatialized to random
positions. Especially for percussive instruments this creates
an interesting and vivid effect.
3.2. Widening
With the ambix widening plugin a source can be widened
[21] which was used to create depth, which is useful to
separate two sound sources with similar direction and level,
e.g. rhythm and lead guitar. This achieved by choosing the
single-sided mode to prevent pre-echos and a modulation of
about 10 ms to create an impulse response similar to early
reflections. The modulation depth can be used to control the
perceived depth.
3.3. Slapback Delay
The Ambisonic slapback delay is a simple but effective way
to create a first reflection of the signal. This is easily done by
mirroring the input signal at the origin and applying a short
delay as shown in Fig. 3. It was used to efficiently add a room
impression to spatially pronounce transient signals.
For setting the delay time its important to consider the
physical delay introduced by the geometry of the loudspeaker
array, i.e. for rim positions the slapback signal should not
arrive before the direct sound but should also not be too long
to avoid a splitting into two separate auditory events. For the
concert a delay of 80 ms was used.
mcfx: delay
FX send
FX return ambix: mirror
80ms
Fig. 3: Signal flow of Slapback Delay.
3.4. Convolution Reverb
To further add more diffuse room information to the sig-
nals while taking advantage of the Ambisonic format a 5th-
order Ambisonic convolution reverb (mcfx convolver) was
employed. The impulse responses were achieved by upmixing
a first-order Ambisonic impulse response from the openAir10
library, as proposed in [17].
10freely available at http://www.openairlib.net
29th TONMEISTERTAGUNG - VDT INTERNATIONAL CONVENTION, November 2016
4. Custom Effects
The following set of custom effects was made available to the
musicians themselves for individual applying and controlling.
The effects can be seen as an additional tool for musical
expression and emphasis.
The Multi-Delay and Rotational-Delay effects are based on
feedback loops. Many DAWs do not support software feed-
backs due to the risk of user-induced audio instability. Al-
though the DAW Reaper supports the activation of recursive
signal routing, this required excessive CPU load, causing au-
dible clicks, so that this option was avoided. As a workaround,
we implemented feedback via the audio driver. Within the
RME TotalMix application, it was possible to create feedback
loops integrated into Reaper’s processing by live monitoring
of the corresponding inputs. Another possible solution is to
use virtual sound cards with signal routing capabilities.
4.1. Spatial Chorus
This effect was inspired by the legendary Leslie Cabinet
often used with the Hammond organ, which creates a signal
modulation by rotating the loudspeakers.
Here, not the loudspeakers are rotated but the signal itself:
a fast dynamic spatialization spins the signal around the
audience, resulting in a chorus-/tremolo-like sound. The
rotation speed can be controlled via a USB expression pedal,
similar to the break,slow, and fast settings of the Leslie speed
settings. This effect works very well with sustaining sounds
and rotation speeds between 720 and 5400
/s(2 to 15Hz).
4.2. Multi-Delay
Due to a large set of parallel feedback delays, the Multi-
Delay effect creates a reverb-like sound, which envelopes the
audience while preserving the clarity of the direct sound.
The signal flow is depicted in Fig. 4. It consists of 36 feedback
delays with different delay times, each of them affecting
one of the 36 spherical harmonics. The delay times range
from 100 ms to 300 ms. The feedback attenuation is set to
about 2.4 dB, which directly controls the length of the reverb.
Additional filters attenuate low-/high-end content with each
feedback iteration, leading to a thinning out of the signal. As
a last step, the delayed harmonics get rotated by 72.
FX send
feedback
ambix: rotator z
mcfx: filter
mcfx: gain delay
FX return
100...300ms
Fig. 4: Signal flow of Multi-Delay.
Due to the rotation and the application in the spherical
harmonics domain the spatialization of one delayed signal
changes with each iteration. This again leads to a quasi-
random spatio-temporal appearance, which is typical for a
diffuse reverb. In contrast to conventional reverbs, this
spatialized reverb preserves the clarity of the direct sound,
even at long reverberation times.
4.3. Rotational Delay
This effect embodies a dynamically spatialized enhancement
of a simple stereo delay. Instead of being spatialized to
a fixed position, each iteration of the feedback delay gets
rotated clockwise (or anti-clockwise, respectively) by a fixed
amount around the z-axis (see Fig. 5). The delay times and
the rotation values for the two feedback delays are chosen
in a way that the rotation speeds for the clockwise and anti-
clockwise rotational delay are about the same: 9/300 ms and
10/350 ms, respectively, resulting in a rotation speed of about
30
/s. Additionally, each iteration is filtered with a low-
and high-pass causing coloration of the delays. As a result,
the audience is enveloped by a stream of previously played
phrases moving sideways front to back. To prevent the delays
from moving to the front again, a directional filter attenuates
the delayed signal once reaching the area behind the audience.
FX return
ambix: directional loudness
mcfx: delay
FX send
feedback
ambix: rotator z
mcfx: filter
300ms/350ms
9/+10
Fig. 5: Signal flow of Rotational Delay with values for the left and
right delay, respectively.
5. Conclusions
With Al Di Meola’s concert in Graz, 2016, Fig. 1, we
could succesfully show that ambiX plugins and the Reaper
DAW allow to build spatial audio effects with high-enough
throughput for low-latency performance. The prerequisite for
this endeavor to become successful was to enrich the virtuous
performance with acoustic instruments by an impressive 3D
audio experience while preserving the genre-based sound
expectations of both the musicians and the audience.
Due to the encouraging responses, we consider implementing
the above-described effects into separate VST plugins for
improved usability. For instance the Multi-Delay’s 36-channel
feedback delay network can also be used as a kernel for a
reverb within other standard playback formats as 5.1, 7.1 or
the like. What is more, separate VST plugins circumvent the
need of feedback routing within the DAW or audio driver.
6. Acknowledgments
Many thanks to Stefan Zaradic for initiative and idea, and for
connecting us with Al Di Meola and Sennheiser Austria (Hans
Freunberger, Wolfgang Guse), whose funding was gratefully
acknowledged. We thank Elisabeth Freismuth for hosting
the event at our university, the IEM-team (Alois Sontacchi,
Stefan Warum, Vincent Ederle) and the audio and stage crew
of MUMUTH for their support.
29th TONMEISTERTAGUNG - VDT INTERNATIONAL CONVENTION, November 2016
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Thesis
Full-text available
This habilitation outlines the scientific works and methods undertaken to free virtual acoustic rendering based on the spherical harmonic basis functions (Ambisonics) from excessive wiggles, blur or poor robustness, and efforts undertaken to liberate the rendering of measured or recorded virtual environments of interest from fixed source and receiver directivities, or source and receiver locations. As a collection of works, the habilitation attempts to provide context and an overview of the papers, works, software, the contributions to the book Ambisonics, and projects accomplished to realize these goals, in many cases within a collaborative effort with master and doctoral students, and esteemed colleagues. (Works collected here in are nearly all available per given URL or DOI links).
Book
This open access book provides a concise explanation of the fundamentals and background of the surround sound recording and playback technology Ambisonics. It equips readers with the psychoacoustical, signal processing, acoustical, and mathematical knowledge needed to understand the inner workings of modern processing utilities, special equipment for recording, manipulation, and reproduction in the higher-order Ambisonic format. The book comes with various practical examples based on free software tools and open scientific data for reproducible research. The book’s introductory section offers a perspective on Ambisonics spanning from the origins of coincident recordings in the 1930s to the Ambisonic concepts of the 1970s, as well as classical ways of applying Ambisonics in first-order coincident sound scene recording and reproduction that have been practiced since the 1980s. As, from time to time, the underlying mathematics become quite involved, but should be comprehensive without sacrificing readability, the book includes an extensive mathematical appendix. The book offers readers a deeper understanding of Ambisonic technologies, and will especially benefit scientists, audio-system and audio-recording engineers. In the advanced sections of the book, fundamentals and modern techniques as higher-order Ambisonic decoding, 3D audio effects, and higher-order recording are explained. Those techniques are shown to be suitable to supply audience areas ranging from studio-sized to hundreds of listeners, or headphone-based playback, regardless whether it is live, interactive, or studio-produced 3D audio material.
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This chapter presents the internal working principles of various Ambisonic 3D audio effects. No matter which digital audio workstation or processing software is used in a production, the general Ambisonic signal infrastructure is outlined as an important overview of the signal processing chain. The effects presented are frequency-independent effects such as directional re-mapping (mirror, rotation, warping) and re-weighting (directional level modification), and frequency-dependent effects such as widening/distance/diffuseness, diffuse reverberation, and resolution-enhanced convolution reverberation.
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This chapter describes Ville Pulkki’s famous vector-base amplitude panning (VBAP) as the most robust and generic algorithm of amplitude panning that works on nearly any surrounding loudspeaker layout. VBAP activates the smallest-possible number of loudspeakers, which gives a directionally robust auditory event localization for virtual sound sources, but it can also cause fluctuations in width and coloration for moving sources. Multiple-direction amplitude panning (MDAP) proposed by Pulkki is a modification that increases the number of activated loudspeakers. In this way, more direction-independence is achieved at the cost of an increased perceived source width and reduced localization accuracy at off-center positions. As vector-base panning methods rely on convex hull triangulation, irregular loudspeaker layouts yielding degenerate vector bases can become a problem. Imaginary loudspeaker insertion and downmix is shown as robust method improving the behavior, in particular for smaller surround-with-height loudspeaker layouts. The chapter concludes with some practical examples using free software tools that accomplish amplitude panning on vector bases.
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This chapter describes first-order Ambisonic technologies starting from classical coincident audio recording and playback principles from the 1930s until the invention of first-order Ambisonics in the 1970s. Coincident recording is based on arrangements of directional microphones at the smallest-possible spacings in between. Hereby incident sound approximately arrives with equal delay at all microphones. Intensity-based coincident stereophonic recording such as XY and MS typically yields stable directional playback on a stereophonic loudspeaker pair. While the stereo width is adjustable by MS processing, the directional mapping of first-order Ambisonics is a bit more rigid: the omnidirectional and figure-of-eight recording pickup patterns are reproduced unaltered by equivalent patterns in playback. In perfect appreciation of the benefits of coincident first-order Ambisonic recording technologies in VR and field recording, the chapter gives practical examples for encoding, headphone- and loudspeaker-based decoding. It concludes with a desire for a higher-order Ambisonics format to get a larger sweet area and accommodate first-order resolution-enhancement algorithms, the embedding of alternative, channel-based recordings, etc.
Conference Paper
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This paper introduces the JSAmbisonics library, a set of JavaScript modules based on the Web Audio API for spatial sound processing. Deployed via Node.js, the library consists of a compact set of tools for reproduction and manipulation of first-or higher-order recorded or simulated Ambisonic sound fields. After a brief introduction to the fundamentals of Ambisonic processing, the main components (encoding, rotation, beamforming, and binaural decoding) of the JSAmbisonics library are detailed. Each component , or " node " , can be used on its own or combined with others to support various application scenarios, discussed in Section 4. An additional library developed to support spherical harmonic transform operations is introduced in Section 3.2. Careful consideration has been given to the overall computational efficiency of the JSAmbisonics library, particularly regarding spatial-encoding and decoding schemes, optimized for real-time production and delivery of immersive web contents.
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This paper presents several digital signal processing (DSP) tools to synthesize in real-time a 3D sound pressure field using Ambison- ics technologies. The spatialization of monophonic signal or the reconstruction of natural 3D recorded sound pressure fields is con- sidered. The DSP required to generate the loudspeaker signals is implemented using the FAUST programming language. FAUST en- ables and simplifies the compilation of the developed tools on sev- eral architectures and on different DSP tools formats. In this pa- per, a focus is made on the near-field filters implementation which allows for the encoding of spherical waves with distance informa- tion. The gain variation with distance is also taken into account. The control of the synthesis can be made by software controllers or hardware controllers, such as joystick, by the mean of PURE DATA and OPEN SOUND CONTROL (OSC) messages. A visual feedback tool using the PROCESSING programming language is also pre- sented in our most recent implementation. The aim of this research derives from a larger research project on physically-accurate sound field reproduction for simulators in engineering and industrial ap- plications.
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Ambisonics is a 3D recording and playback method that is based on the representation of the sound field excitation as a decomposition into spherical harmonics. This representation facilitates spatial sound production that is independent of the playback system. The adaptation to a given playback system (loudspeakers or motion-tracked headphones) is achieved by a suitable decoder. This contribution gives an overview of the current state-of-the-art in Ambisonics including content produc- Tion using Ambisonic main microphone arrays or panning of virtual sources, spatial effects, and reproduction by loudspeakers and headphones. The software for the whole production chain is already available as a VST-plugin suite for digital audio workstations.
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The current work flow of audio production is based on the channel based paradigm. Audio signals are produced with the purpose to be played back using discrete speakers at several more or less defined positions. If such a position cannot be realized on the reproduction side the auditory scene is distorted. Driven by developments of new au-dio reproduction methods like wave field synthesis (WFS) [1] the object-based paradigm is a well known alterna-tive [3]. This concept can also be applied to standard and future surround formats to deliver a clear format defini-tion [4]. During the production process, the current work flow of audio production has to be applied also to object-based content. While tools for mixing and recording are available the step of mastering has not been covered, yet. This paper describes the concept of object-based master-ing, also termed spatial mastering. Beside the concept, a prototype and new interaction methods for controlling the process are presented.
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In spite of recent widespread interest in network technologies for real-time musical collaboration between distant locations, there has been little focus on spatial audio in such applications. We dis-cuss the potential for dynamic spatialization in the context of net-work music collaboration, in particular through the use of Higher Order Ambisonics. We describe a platform for real-time encod-ing, streaming and decoding of spatial audio using Ambisonics, and provide details of two case studies of creative applications built on top of this platform. We demonstrate that Higher Order Ambisonics is a viable and effective means for real-time, simul-taneous spatialization in multiple locations, and that it enables a range of creative uses that explore the nature of space, distance and location in networked performance.
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Ambisonics and Higher Order Ambisonics (HOA) are scalable spatial audio techniques that attempt to present a sound scene to listeners over as large an area as possible. A localisation experiment was carried out to investigate the performance of a first and third order system at three listening positions - one in the centre and two off-centre - using a 5 m radius loudspeaker array. The results are briefly presented and compared to those of an earlier experiment on a 2.2 m loudspeaker array. In both experiments the off-centre listeners were placed such that the ratio of distance from the centre to the array radius was constant in both experiments. The test used a reverse target-pointer adjustment method to determine the error, both signed and absolute, for each combination of listening position and system. The results for both arrays were found to be very similar, suggesting that the relative amplitude of the loudspeakers, which were the same in both cases, was more dominant for localisation than the arrival time differences, which differed between array sizes.
Article
Ambisonics is a production format for 3D audio that is based on the representation of the sound field excitation as decomposition into orthonormal basis functions, the so-called spherical harmonics. This representation allows for a production process that is independent of the target playback system, be it loudspeakers or headphones. The concert night at the International Conference on Spatial Audio 2015 in September 2015 employed the Ambisonics format to distribute the concert to different venues and broadcasts in real time: the concert venue with a 29-channel loudspeaker system, a monitor venue with a 25-channel loudspeaker system, an outside broadcasting van with a 23-channel loudspeaker system, as well as a 5.1 mixdown and a binaural headphone mixdown for national terrestrial and satellite radio broadcasting. This article gives an overview of the system as a case study on Ambisonics for multi-venue and multi-target concerts and broadcasts.