CANFORD CABLE PROVIDES CRITICAL RELIABILITY ON GROUND BREAKING SPATIAL AUDIO PROJECT

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canford.co.uk

CANFORD CABLE PROVIDES CRITICAL RELIABILITY ON GROUND BREAKING SPATIAL AUDIO PROJECT Spatial audio occupies an intriguing history. From offshoots of nineteenth-century telecommunications such as Clément Ader’s théâtrophone - a binaural ‘streaming’ device showcased at the World Expo in 1881 - to surround sound experiments like Walt Disney’s Fantasia (1940) and less successful innovations of the postwar hi-fi market, notably quadraphonics in the 1970s, the playback of audio has long been tied to imaginative attempts to create immersive auditory environments. However, it is stereo - thanks to FM radio and later the Sony Walkman - that has remained the dominant spatial format. And it is aspects of this technology that are likely to facilitate mainstream acceptance of much more advanced spatial formats in the twenty-first century. The smart phone paired with headphones is effectively the Walkman’s successor and it just so happens that this setup, due to the phone’s onboard gyroscope, doubles as a decent head-tracking playback system for 3D audio. When viewing 3D footage on a phone, the user scrolls around in 2D using their fingers or fixes the phone within a headset to survey the footage. In both cases the device receives sufficient information about the viewer’s orientation to inflect spatial audio embedded in the video. When a source is viewed head-on the sound appears straight ahead; when the viewer turns to the left the same source sounds on the right. The technology relies on ambisonics, which

encodes the sonic cues of azimuth and elevation within four or more audio channels, and binaural playback, which is configured by the platform hosting the video. Through the use of head-related transfer functions (HRTFs), which effectively standardise unique aspects of human hearing, a virtual sonic environment can be rendered with startling accuracy. It seems surprising, then, that spatial audio gets so little attention in the music industry. More generally it seems audio development has always lagged behind visuals in the VR industry. Mainstream artists are increasingly turning to 360° music videos, including Bjork, Avicii, Taylor Swift, Muse and Gorillaz, yet nearly all of them rely on headlocked stereo audio supplied by the record company. This means the soundscape is perceived as static regardless of which way the viewer turns. The effect is one of detachment which leads to a less engaging sensory experience.

UK sales tel: +44 (0)191 4181122 email: sales@canford.co.uk | Int sales tel: +44 (0)191 4181133 email: international@canford.co.uk


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