Sennheiser Ambeo 3D audio

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Sennheiser 9.1 3D audio will revolutionise music, gaming and cinema

The company is in pursuit of the “perfect sound,” with recordings that are “better than real”. Zielinsky says he’ll settle for “real”. He wants technology to bring purity to audio in music, cinema, sports and gaming, infusing it with the emotion and space so often stripped away when sound is squashed into stereo.

An added dimension

Despite any misgivings he might have regarding stereo, Zielinsky asserts it’s not going anywhere: “I would never say stereo is dead — we should not lose a very important platform we’ve had for decades. But we do have new options now.” Instead, he talks of a gradual transition from stereo and towards a more exciting and immersive audio future.

In order for this to happen, 3D audio technology must reach the mainstream. For consumers, he suspects headphones will enable the initial step, followed by more widespread immersive-audio home systems that are also capable of producing 3D sound from the wealth of existing stereo content you’ll still have. This will be done “in real time, in a very tasteful way,” unlike existing systems, which he believes fall short, “making the sound strange”; by contrast, Sennheiser’s has specifically been developed “to keep the original sound but transfer it with 3D space”. Elsewhere, he foresees recordings eventually following Sennheiser’s lead at Reshaping Excellence, utilising 9.1 for greater purity and flexibility later on in the studio.

Most of all, though, Zielinsky says immersive audio is about emotion: “One of the most important things that is still difficult when recording music is capturing the emotion, so it feels like you’re right there in a concert, really immersed in the sound. 3D gives us back that emotional experience, whether it’s a rock and roll concert, classical or opera.” He insists even the best stereo recordings cannot match live experiences. You return home, put on headphones, and it’s akin to “looking through a small slot into the music of the artist”.

No compromise

This is down to the constraints of stereo. Zielinsky talks of recording Beethoven’s Symphony No. 9: “The density of sounds forces you to make tremendous compromises in stereo, but in 3D you retain all of the depth and colour. Instruments sound as they should”.

As if to make the point, during a backstage demonstration of 9.1 audio, we get the clearest possible example. With the orchestra warming up for the night’s performance, a press of a button finds 9.1 playback abruptly switched to stereo. In an instant, audio that felt natural and open, with plenty of clarity and life, becomes leaden. “And even 5.1 and 7.1 are flat and ‘damaged’,” he asserts. “They have sweet spots, but in immersive audio, you can be anywhere. It’s like moving around the concert hall; it’s just like being there.” 9.1 returns. Our ears cheer. We move about within the speaker set-up and decide Zielinsky’s right. But it’s also like our first time peering at a high-res display, and we know stereo’s been dulled forever.

Amused at our realisation, Zielinsky continues explaining how immersive audio will be transformative for all industry figures and listeners alike. “It takes more time and experience to set things up, but once you have that, you don’t have to manipulate the sound nearly as much, because everything is far more pure,” he says. “And as a listener, you get a true interpretation.”

He adds that while stereo recordings require constant studio fiddling with faders, real venues don’t have musicians shifted around, to, for example, temporarily bring strings closer or move brass further away. “Everything is in place, and you know what is most important — there’s natural balance. Immersive audio brings that to recordings.”

The future of sound

Sennheiser’s technology has applications beyond recorded music, of course, and Zielinsky is excited about a time when it may effectively become the default. “We can talk about gaming in that respect, especially when it comes to headphones, and we already see 3D audio systems in cinema,” he says. “Then you have sporting events – 3D audio in something like football is enormously exciting, and we are working with television providers on making that happen.”

For Zielinsky, you feel this new technology has reinvigorated his passion. He comes across like a man half his age, thrilled by the possibilities of the future of audio: “Let’s say that after 20 years in the business, you could get kind of bored. But this… since I have this 9.1 sound, I am really, really happy. It’s like being inside the music, and we’ve never had that experience before”.

www.sennheiser-reshapingexcellence.com
 

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Shape the Future of Audio:
Sennheiser Presents AMBEO 3D Audio Technology at CES

At CES 2016, audio specialist Sennheiser is unveiling a strategic focus on 3D immersive audio, a groundbreaking technology that promises the ultimate in audio capture and reproduction. “3D audio is the new frontier of excellence, set to transform the listening experience for users across a broad range of applications, from virtual reality gaming to audio recording and broadcasting,” announced co-CEOs Daniel Sennheiser and Dr. Andreas Sennheiser. “We have been active in this area for some time with 9.1 mixing and recording and the audio design for high-profile exhibitions. We are now increasing our efforts considerably to introduce this amazing sound quality into new products and applications, enabling users to experience and shape the future of audio.” Sennheiser’s 3D immersive audio products and activities will bear the new AMBEO trademark.

3D immersive audio is increasingly becoming a format of choice in professional recording, mixing and listening. The composer, producer, and musician Simon Franglen, well known for his work on the films Titanic, Avatar, and most recently Spectre, commented: “Every time I do an immersive mix, I notice how much more clearly I can hear what’s going on within a track. The extra playback area allows individual voices and instruments room to breathe in a way that the flat plane of a stereo mix can never hope to accomplish. 3D audio gives a completely new experience to the listener. Not only are they inside the music, but they get the opportunity to really hear the detail and the arrangement that the musicians, arrangers and producers put into the recordings. Even as a professional, I have listened to tracks that I have thought I knew intimately to discover so much more than the stereo or mono mix was able to give me. Once you hear this, music changes forever.”

AMBEO 3D Audio Listening Experience
Show visitors will experience AMBEO 3D Audio firsthand in the booth’s dedicated 9.1 listening room. Here, Sennheiser’s expert tonmeister Gregor Zielinsky is presenting original 9.1 recordings and remixes of legacy music for the 9.1 format. To bring this experience to every day music listening, visitors are invited to bring their own stereo sound material, have it upmixed via Sennheiser’s proprietary upmix algorithm and replayed in stunning 9.1 sound quality.

EDEN VR Game
Sennheiser’s expertise in 3D audio technology is also being featured by gaming specialist, Soulpix, which has drawn on the audio specialist’s long experience in the field for its virtual-reality game, EDEN. Through a proprietary Sennheiser algorithm, the sounds in the game are easily localizable and transport the listener to an imaginary yet utterly realistic soundscape. CES visitors can experience this in the demo area. “The Sennheiser 3D sound rendering engine used in EDEN allows a smooth transition between real-life sounds and virtual audio sources,” explained Andreas Sennheiser. “Such an engine will be the future of 3D sound in augmented reality applications.”

Virtual reality mic
Another part of the 3D audio experience zone is dedicated to a virtual reality microphone. Designed with VR content producers, including VR production company Visualise, whose content will be featured, the unobtrusive mic captures high quality audio in four quadrants. The VR microphone will be a staple tool in any live action VR production and will launch in the third quarter of 2016, followed in 2017 by a bundle with the same mic and a software plug-in for post-production of VR content.

Venue Modeling
A further highlight in the 3D audio section is the Venue Modeling software. The demo version features the room characteristics of several clubs, such as Mighty in San Francisco, and the Rex Club in Paris, and enables DJs to experience their sets as if they were in the middle of their audience.

The Venue Modeling technology will be a milestone in virtual room acoustics replication. Unlike other reverb tools and plug-ins, this VST plug-in lets ambitious DJs, PA artists and EM producers experience their audio tracks in the location they want to perform in. The plug-in helps to tailor the audio to any desired room atmosphere, and a growing venue database connected to the plug-in will offer DJs an ideal source to prepare for their show. The VST plug-in will become available in mid-2016.
 


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