Whoa, does this mean an array of individually addressable micro-speakers becomes feasible? Like pixels in a computer screen, send different signals to each tiny speaker? That would mean craaaazy spatial audio, if I'm not mistaken.
Whoa, does this mean an array of individually addressable micro-speakers becomes feasible? Like pixels in a computer screen, send different signals to each tiny speaker? That would mean craaaazy spatial audio, if I'm not mistaken.
https://en.wikipedia.org/wiki/Wave_field_synthesis
http://www.eliasmerino.com/structural-wfs.html
https://audioxpress.com/news/holoplot-launches-wavefield-syn...
Maybe overkill for movies but for VR immersion that could be fantastic, especially if the modules could be rigged to use Bluetooth 5.0 so that they would only need to be paired to your computer and mapped out in software the way multiple monitors are mapped out in windows.
Plus, given enough calculation and precision, you could create areas that are nearly sonically separated from each other using wave cancellation, and as people move through the space it would change the sonic characteristics of the space and create new vibes.
There's a lot of untapped awesomeness in the audio world, we just need to tools to craft them
Maybe other people feel it, but I do not.
Having said that, I suppose Atmos already implicitly supports it, isn't the idea of it that you can put speakers wherever you want and it remixes appropriately? So if your recording was sufficiently granular that dialogue isn't just all vaguely 'at the front' it could already split between say five (corners & middle) 'centres'?
No, Atmos has some tolerance for speaker placement but the general positions are somewhat strict (i.e. 1 Front Center, 2 Stereo Fronts, ...). The idea of Atmos is that given a correct sound setup, a sound can be positioned as an Object in 3d Space within the sound bubble. And that only works to a certain degree. If you want a strong 3D sound effect, the Object pretty much needs to be moving (bullets swishing beside your ear). Static Objects are still somewhat restricted to the edges of the bubble or at least i can hear the 3d effect breakdown when static objects are placed in 3d space as opposed to moving objects
My receiver has 13 outputs (11 amplified, 2 sub at line level) but I use a 5.1.2 configuration, in a relatively small listening room, and I don't know where I could add more speakers without rebuilding the walls and the ceiling.
Still, I bet most spatial audio systems will use software and fewer drivers ( potentially these drivers) to create the intended effect.
It just costs too much to wire all them up.
With that setup you could encode hundreds of channels in a single wire and each embedded controller would be responsible do decode it's addressed channel(s) to send to it's respective "speaker(s)". If the signal produced isn't high enough, you may also add in some small amplification stage in the embedded chip.
Assuming the speaker is many wavelengths away (in the "far field"), the distance between individual speakers needs to be larger (comparable with the wavelength) to make a difference in the radiation pattern in the far field. Speakers which are closer together only make a difference in the near field (meaning the listener is within a few wavelengths of the array).
If you want to understand this, look into https://en.wikipedia.org/wiki/Phased_array
To be more precise, for the radiation pattern to have a null, N * d must be larger than the wavelength.
Obviously a larger effective aperture (either physical or synthetic) would be more effective at beam steering.
1000 channels is a rather small array, though. 5000 is still not too much.
I can't imagine the audio interfaces being faster than HDMI 2.0, USB 4/Thunderbolt, DisplayPort 3, etc.
Modern audio codecs/standards (Dolby Atmos, DTS:X) have moved 'beyond' individual speakers, and are now using object-based sound:
> Audio becomes an object when it is accompanied by metadata that describes its existence, position and function. An audio object can, therefore, be the sound of a bee flying over your head, the crowd noise, commentary to a sporting event in any language. All this remains fully adjustable on the consumer’s end to their specific listening environment, needs and liking, regardless of the device.
* https://www.thebroadcastbridge.com/content/entry/16347/objec...
> Think about this: imagine the sound of a race car speeding around a track. You can see the car approaching in the distance, off on the right side of the screen. As it gets closer, it gets louder and zooms across the screen from right to left, with the resulting Doppler shift of the sound as it goes past you. It screams off the left edge of the screen and continues down the left wall until it disappears into the distance behind you.
> A sound designer could, in theory, pan this sound carefully from the Right speaker, through the Center speaker, to the Left speaker, and on down to the Left side surround and the Left rear surround before it faded out entirely. That would be the channel-based way of thinking about the task at hand.
> Alternatively, the same designer could associate the sound of that race car with locations (coordinates) that move smoothly across the front of the room and then down the left side of the room. It is the same sound, but now with metadata telling the playback system where it should be from one moment to the next. […]
> The second, object-oriented way, is scalable. It doesn’t care how many speakers you have in your room because it is not referencing a specific speaker – just relative locations. Importantly, these locations can include the space above you and around you, enclosing you in a “bubble” of sound.
* https://www.trinnov.com/en/blog/posts/what-is-immersive-soun...
* https://en.wikipedia.org/wiki/Dolby_Atmos
* https://en.wikipedia.org/wiki/DTS_(sound_system_company)#DTS...
Given the (x, y, x) co-ordinates of an audio signal/object, the codec algorithm figures out which speaker(s) should get what signal: if the system only has two speakers then you'll generally only have stereo, if you have a 7.1.4 setup (four overhead / in-ceiling speakers) it will probably be more immersive:
* https://www.dolby.com/about/support/guide/speaker-setup-guid...
* https://www.dolby.com/about/support/guide/speaker-setup-guid...
What you're describing is representational. You still need individually controlled speakers to position audio in the room according to the positional metadata. The question of representation really isn't relevant to the question I answered, nor is it to my answer, but it's an interesting topic.
> Given the (x, y, x) co-ordinates of an audio signal/object, the codec algorithm figures out which speaker(s) should get what signal
...and for the signals to be distributed accordingly, you need to be able to address each speaker individually.
In the domain of representing positional audio, this is also nothing new. No one mixes surround sound in terms of speakers, and that has been the case for decades. No one would manually pan a sound "carefully from the Right speaker, through the Center speaker, to the Left speaker, and on down to the Left side surround and the Left rear surround before it faded out entirely". What object-based codecs bring to the table is that the positional representation is encoded in the data stream rather than mixed down to per-speaker audio streams during production, which means that the distribution and filtering can be tailored for each setup individually.
After all, 3D graphics create objects and then model their interaction with the world.
Someone correct me if I'm remembering wrong, "sound raytraycing" was a feature in the game Thief if you had a compatible sound card, right?
I (also not sme) think the best graphics analogy would be holograms in Star Wars - object is at point-in-room, and you can hear/view it there.
The big tech here is the ability to spacially position the audio in the physical space the speakers sit in, by automatically mixing it between the speakers.
Sorry if I misunderstood the question, or a smarter person answered while I was typing.
I wonder if the team has seen Sony's OLED TV's with Acoustic Surface ?
The screen itself is used as a large speaker, and its surprisingly good.
Mind you if the description is correct, to hear it properly they need to adhere it to a physical object. Having it dangling in free air like that means it's a lobed omnidirectional radiator: opposite of a dipole, it's putting out the same signal to either side across the whole plane, and the edges aren't putting out anything, and the range isn't low enough to hear it side-on very well: highs are directional.
This is why when he curves it you hear treble louder: it's making a little dish aimed at the mic (roughly). You could easily make a tweeter for 'head in a vice imaging' where the curvature is such that it's aimed only at the ear position, for less near reflections off walls. As described, you'd always want to back it with a physical object.
In a large enough area it's a midrange driver with very high peak output in the highs. You could curve it the opposite direction to make the mids slightly dominate over the highs: slight off-axis will attenuate highs a little more than mids, and the differences in hearing position across the curved surface (it's a smooth radiator without any specific driving points) will cause higher frequencies to cancel, again reinforcing lower frequency stuff.