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^Updated 11/02/03^
Ambiophonics
2nd Edition
Introduction
Preface
Chapter
1
Chapter
2
Chapter
3
Chapter
4
Chapter
5
Chapter
6
Chapter
7
Chapter 8
Chapter
9
Appendix
A
Appendix B
Figures
>Figure 1
>Figure 2
>Figure 3
>Figure 4
>Figure 5
|
Ambiophonics,
2nd Edition
Replacing Stereophonics to Achieve
Concert-Hall Realism
By Ralph Glasgal
Chapter 1
Ambiophonics
is the logical multi-speaker replacement for stereophonics and a technical methodology
which, if adhered to closely, makes it possible to immerse oneself in an exceedingly real
acoustic space, sharing it with the music performers on the stage in front of you.
Ambiophonics does this, at its best, using ordinary standard and existing two channel
recordings. We will show in the chapters that follow that, as hard as this may be to
believe, there is nothing to be gained as far as realism in acoustic music reproduction is
concerned by using more than two recorded channels (as opposed to multi-speaker) and that
the complex microphone arrangements that multichannel recording implies are actually
deleterious and wasteful of bandwidth that could be put to better use. Ambiophonics is
like a visit to a concert hall and is for serious listeners who do not often read, talk,
eat, knit, or sleep in their home concert halls, any more than they would at a live
performance. Ambiophonics is not suitable for movies, video, or any sound tracks where
direct or moving sound sources come from the extreme sides, rear, or overhead.
Ever since 1881 when ClÈment Ader ran
signals from ten spaced pairs of telephone carbon microphones clustered on the stage of
the Paris Opera via phone lines to single telephone receivers in the Palace of Industry
that were listened to in pairs, practitioners of the recording arts have been striving to
reproduce a musical event taking place at one location and time at another location and
time with as little loss in realism as possible. While judgments as to what sounds real
and what doesn't may vary from individual to individual, and there are even some who hold
that realism is not the proper concern of audiophiles, such views of our hearing life
should not be allowed to slow technical advances in the art of realistic auralization that
listeners may then embrace or disdain as they please.
What is Realism in
Sound Reproduction?
Realism in staged music sound reproduction
will usually be understood to mean the generation of a sound field realistic enough to
satisfy any normal ear-brain system that it is in the same space as the performers, that
this is a space that could physically exist, and that the sound sources in this space are
as full bodied and as easy to locate as in real life. Realism does not necessarily equate
to accuracy or perfection. Achieving realism does not mean that one must slavishly
recreate the exact space of a particular recording site. For instance, a recording made in
Avery Fisher Hall but reproduced as if it were in Carnegie Hall is still realistic, even
if inaccurate. While a home reproduction system may not be able to outperform a live
concert in a hall the caliber of Boston's Symphony Hall, in many cases the home experience
can now exceed a live event in acoustic quality. For example, a recording of an opera made
in a smallish studio can now easily be made to sound better at home than it did to most
listeners at a crowded recording session. One can also argue that a home version of
Symphony Hall, where one is apparently sitting tenth row center, is more involving that
the live experience heard from a rear side seat in the balcony with obstructed visual and
sonic prospect. In a similar vein, realism does not mean perfection. If a full symphony
orchestra is recorded in Carnegie Hall but played back as if it were in Carnegie Recital
Hall, one may have achieved realism but certainly not perfection. Likewise, as long as
localization is as effortless and as precise as in real life, the reproduced locations of
discrete sound sources usually don't have to be exactly in the same positions as at the
recording site to meet the standards of realism discussed here. (Virtual Reality
applications, by contrast, often require extreme accuracy but realism is not a
consideration.) An example of this occurs if a recording site viewed from the microphone
has a stage width of 120ƒ but is played back on a stage that seems only 90ƒ wide. What
this really means in the context of realism is that the listener has moved back in the
reproduced auditorium some fifteen rows, but either stage perspective can be legitimately
real. Being able to localize a stage sound source in a stereo or surround multi channel
system does not guarantee that such localization will sound real. For example, a soloist's
microphone panned by a producer to one loudspeaker is easy to localize but almost never
sounds real.
In a similar vein, one can make a case that
one can have glorious realism, even without any detailed front stage localization, as long
as the ambient field is correct. Anyone who has sat in the last row of the family circle
in Carnegie Hall can attest to this. This kind of realism makes it possible to work
seeming miracles even with mono recordings.
Reality is in the
Ear of the Behearer
While it is always risky to make comparisons
between hearing and seeing, I will live dangerously for the moment. If from birth, one
were only allowed to view the world via a small black and white TV screen, one could still
localize the position of objects on the video screen and could probably function quite
well. But those of us with normal sight would know how drab, or I would say unrealistic,
such a restricted view of the world actually was. If we now added color to our subject's
video screen, the still grossly handicapped (by our standards) viewer would marvel at the
previously unimaginable improvement. If we now provided stereoscopic video, our now much
less handicapped viewer would wonder how he had ever functioned in the past without depth
perception or how he could have regarded the earlier flat monoscopic color images as being
realistic. Finally, the day would come when we removed the small video screens and for the
first time our optical guinea pig would be able to enjoy peripheral vision and the full
resolution, contrast and brightness that the human eye is capable of and fully appreciate
the miracle of unrestricted vision. The moral of all this is that only when all the visual
sense parameters are provided for, can one enjoy true visual reality and the same is true
for sonic reality.
Since most of us are quite familiar with
what live music in an auditorium sounds like, we can sense unreality in reproduction quite
readily. But in the context of audio reproduction, the progression toward realism is
similar to the visual progression above. To make reproduced music sound fully realistic,
the ears, like the eyes, must be stimulated in all the ways that the ear-brain system
expects. Like the visual example, when we go from mono to stereo to matrix surround to
multi-channel discrete, etc. we marvel at each improvement. But since we already know what
real concert halls sound like, we soon realize that something is missing. In general,
multi-channel recording methods or matrix surround systems (Hafler, SQ, QS, UHJ, Dolby,
5.1,etc.) seem like exciting improvements when first heard by long realism deprived stereo
music auditors, but in the end don't sound real. What is usually missing is completeness
and sonic consistency. One can only achieve realism if all the ear's expectations are
simultaneously satisfied. If we assume that we know exactly how all the mechanisms of the
ear work, then we could conceivably come up with a sound recording and reproduction system
that would be quite realistic. But if we take the position that we don't know all the
ear's characteristics or that we don't know how much they vary from one individual to
another or that we don't know the relative importance of the hearing mechanisms we do know
about, then the only thing we can do, until a greater understanding dawns, is what Manfred
Schroeder suggested over a quarter of a century ago, and deliver to the remote ears a
realistic replica of what those same ears would have heard when and where the sound was
originally generated.
Four Methods Used to
Generate Reality at a Distance
Audio engineers have grappled with the
problem of recreating sound fields since the time of Alexander Graham Bell. The classic
Bell Labs theory suggests that a curtain, in front of a stage, with an infinite number of
ordinary microphones driving a like curtain of remote loudspeakers can produce both an
accurate and a realistic replica of a staged musical event and listeners could sit
anywhere behind this curtain, move their heads and still hear a realistic sound field.
Unfortunately, this method, even if it were economically feasible, does not deliver either
accuracy or realism. Such a curtain acts like a lens and changes the direction or focus of
the sound waves that impinge on it. Like light waves, sound waves have a directional
component that is easily lost in this arrangement either at the microphone, the speaker or
both places. Thus each radiating loudspeaker, in practice, represents a new discrete
source of sound with uncontrolled directionality, possibly diverting sound meant for
oblivion in the ceiling down to the listener and causing other sounds to impinge on the
head at odd angles.
Finally this curtain of loudspeakers does
not radiate into a concert-hall size listening room and so one would have, say, an opera
house stage attached to a listening room not even large enough to hold the elephants in
Act 2 of Aida. This lack of opera-house ambience wouldn't by itself make this reproduction
system sound unreal, even if the rest of the field were somehow made accurate, but it
certainly wouldn't sound perfect. The use of speaker arrays (walls of hundreds of
speakers) surrounding a relatively large listening area has been shown to be able to
reproduce ambient sound fields with remarkable accuracy. But while this technique may be
useful in sound amplification systems in halls, theaters or labs, application to playback
in the home seems doubtful.
The Binaural
Approach
A second more practical and often exciting
approach is the binaural one. The idea is that, since we only have two ears, if we record
exactly what a listener would hear at the entrance to each ear canal at the recording site
and deliver these two signals, intact, to the remote listener's ear canals then both
accuracy and realism should be perfectly captured. This concept almost works and could
conceivably be perfected, in the very near future, with the help of advanced computer
programs, particularly for virtual reality applications involving headsets or near field
speakers. The problem is that if a dummy head, complete with modeled ear pinnae and ear
canal embedded microphones, is used to make the recording, then the listener must listen
with in-the-ear-canal earphones because otherwise the listeners own pinnae would also
process the sound and spoil the illusion.
The real conundrum, however, is that the
dummy head does not match closely enough any particular human listeners head shape or
external ear to avoid the internalization of the sound stage whereby one seems to have a
full symphony orchestra (and all of Carnegie Hall) from ear to ear and from nose to nape.
Internalization is the inevitable and only logical conclusion a brain can come to when
confronted with a sound field not at all processed by the head or pinnae. For how else
could a sound have avoided these structures unless it originated inside the skull? If one
uses a dummy head without pinnae, then, to avoid internalization, one needs earphones that
stand off from the head, say, to the front. But now the direction of ambient sound is
incorrect. IMAX is an example of this off the ear method, as supplemented with
loudspeakers. Unfortunately, head-shape differences between the dummy head and the
listener's head remain and usually engender a feeling of unreality.
The fact that binaural sound via earphones
runs into so many difficulties is a powerful indication that individual head shapes and
outer ear convolutions are critically important to our ability to sense sonic reality but
as we shall see loudspeaker binaural is an essential element of the Ambiophonic paradigm.
Wavefront Synthesis
A third theoretical method of generating
both an accurate and a realistic soundfield is to actually measure the intensity and the
direction of motion of the rarefactions and compressions of all the impinging soundwaves
at the single best listening position during a concert and then recreate this exact sound
wave pattern at the home listening position upon playback. This method is the one
expounded by the late Michael Gerzon starting in the early 70's and embodied in the
paradigm known as Ambisonics. In Ambisonics, (ignoring height components) a coincident
microphone assembly, which is equivalent to three microphones occupying the same point in
space, captures the complete representation of the pressure and directionality of all the
sound rays at a single point at the recording site. In reproduction, speakers surrounding
the listener, produce soundwaves that collectively converge at one point (the center of
the listeners head) to form the same rarefactions and compressions, including their
directional components, that were heard by the microphone.
In theory, if the reconstructed soundwave is
correct in all respects at the center of the head (with the listeners head absent for the
moment) then it will also be correct three and one half inches to the right or left of
this point at the entrance to the ear canals with the head in place. The major advantage
of this technique is that it can encompass front stage sounds, hall ambience and rear
direct sounds equally, and that since it is recreating the original sound field (at least
at this one point) it does not rely on the quirky phantom image illusion of traditional
Blumlein stereo.
The Ambisonic method is not easy to keep
accurate at frequencies much over 1500 Hz and thus must and does rely on the apparent
ability of the brain to ignore this lack of realistic high frequency localization input
and localize on the basis of the easier to reconstitute lower frequency waveforms alone.
This would be fine if localization, by itself, equated to realism or we were only
concerned with movie surround sound applications.
Other problems with basic Ambisonics include
the fact that it requires at least three recorded channels and therefore can do nothing
for the vast library of existing recordings. Back on the technical problem side, one needs
to have enough speakers around the listener to provide sufficient diversity in sound
direction vectors to fabricate the waveform with exactitude and all these speakers
positions, relative to the listener, must be precisely known to the Ambisonic decoder.
Likewise the frequency, delay and directional responses of all the speakers must be known
or closely controlled for best results and as in all other loudspeaker systems the effects
of listening room reflections must also be taken into account, or better yet, eliminated.
As you might imagine, it is quite difficult,
particularly as the frequency goes up, to insure that the size of the Ambisonic field at
the listening position is large enough to accommodate the head, all the normal motions of
the head, the everyday errors in the listener's position, and more than one listener.
Those readers who have tried to use the Lexicon panorama mode, the Carver sonic hologram
or the Polk SDA speaker system, all designed to correct the higher frequency parts of a
simple stereo soundfield at the listener's ear by acoustic cancellation will appreciate
how difficult this sort of thing is to do in practice, even when only two speakers are
involved.
In my opinion, however, the basic barrier to
reality, via any single point waveform reconstruction method, like Ambisonics, is its
present inability, as in the binaural case, to accommodate to the effects of the outer ear
and the head itself on the shape of the waveform actually reaching the ear canal. For
instance, if a wideband soundwave from a left front speaker is supposed to combine with a
soundwave from a rear right speaker and a rear center speaker etc. then for those
frequencies over say 2500 Hz the left ear pinna will modify the sound from each such
speaker quite differently than expected by the equations of the decoder, with the result
that the waveform will be altered in a way that is quite individual and essentially
impossible for any practical decoder to control. The result is good low frequency
localization but poor or non-existent pinna localization. Unfortunately, as documented
below, mere localization, lacking consistency, as is unfortunately the case in stereo,
surround sound or Ambisonics is no guarantor of realism. Indeed, if a system must
sacrifice a localization mechanism, let it be the lowest frequency one.
Ambiophonics
The fourth approach, that I am aware of, I
have called Ambiophonics. Ambiophonics assumes that there are more localization mechanisms
than are dreamed of in the previous philosophies and strives to satisfy them all, even the
unknown ones. It also takes the position that this reproduction technology need only be
concerned with reproducing staged acoustical musical events, not movies or virtual
reality. The advantage of focusing on just one aspect of sonic reality is that this
reality is achievable today, is reasonable in cost, and is applicable to existing LPs,
CDs, and future DVDs.
One basic element in Ambiophonic theory is
that it is best not to record rear and side concert-hall ambience or try to extract it
later from a difference signal or recreate it via waveform reconstruction, but to
regenerate the ambient part of the field using real, stored concert hall, data to generate
early reflections and reverberant tail signals using the new generation of digital signal
processors. The variety and accuracy of such synthesized ambient fields is limited only by
the skill of programmers and data gatherers, and the speed and size of the computers used.
Thus, in time, any wanted degree of concert hall design perfection could be achieved. A
library of the worlds great halls may be used to fabricate the ambient field as has
already been done with startling success in the JVC XP-A1010. The number of speakers
needed for ambience generation does not need to exceed six or eight (although Tomlinson
Holman of THX fame is now up to ten and I usually go with 16) and is comparable to
Ambisonics or surround sound in this regard. But even more speakers could be used as this
ambience recovery method, called convolution, is completely scaleable and the quality and
location of these speakers is not critical.
Ambiophonics is less limited as to the
number of listeners who can share the best experience at the same time than most
implementations of other methods using a similar number of speakers but Ambiophonics is
certainly not suited to group listening. However, like a non-ideal seat in a concert hall
one has a marked sense of space anywhere in the room while the orchestra is playing
somewhere over there.
The other basic tenet of Ambiophonics is
similar to Ambisonics and that is to recreate at the listening position an exact replica
of the original pressure soundwave. However, Ambiophonics does this by transporting the
sound source, stage, and hall to the listening room rather than a point wavefront to the
ears. In other words, Ambiophonics externalizes the binaural effect, using, as in the
binaural case, just two recorded channels but with two front stage reproducing
loudspeakers and eight or so ambience loudspeakers in place of earphones. Ambiophonics
generates stage image widths up to about 150ƒ with an accuracy and realism that far
exceeds that of any other 2 channel or even multi channel recording scheme. I for one have
never had a seat at a live performance where the music came from anything approaching a
full 180 degrees so this limitation in stage width seems of little moment.
Psychoacoustic
Fundamentals Related to Realism in Reproduced Sound
The question is how to achieve realistic
sound with the psychoacoustic knowledge at hand or suspected. For starters, the fact that
separated front loudspeakers can produce centrally located phantom images between
themselves is a psychoacoustic fluke akin to an optical illusion that has no purpose or
counterpart in nature and is a poor substitute for natural frontal localization. Any
reproduction method that relies on stimulating phantom images, and this includes not only
stereo but most versions of surround sound, can never achieve realism even if they achieve
localization. Realism cannot be obtained merely by adding surround ambience to frontal
phantom localization. Ambisonics, Binaural, and Ambiophonics do not employ the phantom
image mechanism to provide the front stage localization and therefore, in theory, should
all sound more realistic than stereo and, in fact almost always do.
The optimized Ambiophonic microphone
arrangement discussed later could make this approach to realism even more effective, but I
am happy to report that Ambiophonics works quite well with most of the microphone setups
used in classical music or audiophile caliber jazz recordings. Adding home-generated
ambience, provides the peripheral sound vision to perfect the experience.
Since our method is to just give the ears
everything they need to get real, it is not essential to prove that the pinna (and I
usually mean this word to also include the concha, the head and the torso) are more
important than some other part of the hearing mechanism, but the plain fact is that they
are. To me it seems inconceivable that anyone could assume that the pinna are vestigial or
less sensitive in their frequency domain then the other ear structures are in theirs. As a
hunter-gatherer animal, it would be of the utmost importance to sense the direction of a
breaking twig, a snake's hiss, an elephant's trumpet, a birds call, the rustle of game
etc. and probably of less importance to sense the lower frequency direction of thunder,
the sigh of the wind, or the direction of drums. The size of the human head clearly shows
the bias of nature in having humans extra sensitive to sounds over 700 Hz. Look at your
ears.
Look at your ears. The extreme non-linear
complexity of the outer ear structures, and their small dimensions defies mathematical
definition and clearly implies that their exact function is too complex and too individual
to understand, much less fool, except in half-baked ways. The convolutions and cavities of
the ear are so many and so varied so as to make sure that their high frequency response is
as jagged as possible and as distinctive a function of the direction of sound incidence as
possible. The idea is that no matter what high frequencies a sound consists of or from
what direction a transient sound comes from, the pinnae and head together or even a single
pinna alone will produce a distinctive pattern that the brain can learn to recognize in
order to say this sound comes from over there.
The outer ear is essentially a mechanical
converter that maps sound arrival directions to preassigned frequency response patterns.
There is also no purpose in having the ability to hear frequencies over 10 kHz, say, if
they cannot aid in localization. The dimensions of the pinna structures and the
measurements by M¯ller, strongly suggest, if not yet prove, that the pinna do function
for this purpose even in the highest octave. M¯ller's curves of the pinna and head
functions with frequency and direction are so complex that the patterns are largely
unresolvable and very difficult to measure using live subjects. Again, it doesn't matter
whether we know exactly how anyone's ears work as long as we don't introduce
psychoacoustic anomalies or compromise on the delivery of frequency response, dynamic
range, loudness, low distortion, and especially source and ambience directionality, during
reproduction.
Basics of Concert
Hall Psychoacoustics
In order to produce a concert-hall sound
field in the home without actually building a concert hall, we need to know what the ear
requires at the minimum for accepting a sound field as real. Knowing this, it is then
possible to look for ways to accomplish this feat in a small space and within a budget,
without compromising the reality of the aural illusion. While not everything is known
about how the ear perceives distance, horizontal and vertical angular position, hall
enclosure size and type, and maybe absolute polarity, enough is known to allow
Ambiophonics to create a variety of sound fields suited to different types of music that
are real enough to be accepted as such by the ear-brain system.
In general the only parts of the hearing
mechanism that concern us specifically are the ear pinnae and the existence of two ears
separated by a head. Even without consulting the hundreds of papers on this subject, it is
clear that the pinnae are designed to modify the frequency response of sound waves as a
function of the direction from which the sound comes. It is also clear that no two
individuals have ear pinnae that are identically shaped. But to give a general idea of
what one person's pinna does in the horizontal plane: for a sound coming from directly in
front, the frequency response at the ear canal entrance, measured with a tiny microphone
inserted into the ear canal, is essentially flat up to 1000 Hertz. As for most people, the
response then rises as the rear of the pinna interdicts sound and reflects it additively
into the ear canal. A broad 11 dB peak in the response is reached at about 3000 Hz after
which the response drops off to minus 10 dB at 10 kHz and then begins to rise again. A
response spread such as this of 21 dB in the treble region is quite substantial, and if a
loudspeaker had this kind of response it would get very poor reviews indeed. It is also
easy to see that differences in individual pinnae are not easy to correct for with tone
controls or equalizers. For a sound coming from the side to the near ear, a slow rise in
response starts at 200 Hz, reaches 15 dB at 2500 Hz, drops to 1 dB at 5 kHz, rises to 12dB
at about 7 kHz and then drops to 4 dB at about 10 kHz. (after Henrik Moller et al) This
side response is quite different from the dead ahead response and indicates that we are
very sensitive to the direction from which sounds originate even if we listen with only
one ear. For sounds directly rearward, the pinna cause a dropoff of 23 dB between 2500 Hz
and 10 kHz. Other radically different frequency responses occur for sounds coming from
above or below. The pinnae seem to be entirely responsible for our sense of center-front
sound source height.
What this means for realistic sound
reproduction is that whatever sound we generate must come to the listening position from
the proper direction. In theory, it would be possible to modify the pinna frequency
response of say ceiling reflections to mimic side reflections, but such an equalizer would
have to be readjusted for each human being. It is much easier to place the ambient
loudspeakers around the listener and feed the appropriate signals to them, as described in
later chapters. These pinnae effects also explain why launching deliberately or
inadvertently recorded rear reverberant hall sounds from the main front loudspeakers, (or
proscenium stage ambience from rear speakers) in stereo or 5.1 surround systems, does not
and cannot sound realistic.
Although a one-eared music lover can tell
the difference between a live performance and a stereo recording (and Ambiophonics works
for such an individual) it is two-eared listeners that Ambiophonics can help the most. Two
ears can enhance the listening experience in a concert hall (and life in general) only if
there are differences between the sounds reaching each ear, at least most of the time. The
only differences the sound at one ear compared to that of the other ear can have are
differences in intensity, arrival time, and absolute polarity. In an acoustical concert
hall or any real physical space, it is not possible for absolute polarity to be inverted
at just one ear and certainly not at just one ear at all frequencies simultaneously. Thus
we need only consider what the difference (or lack of difference) between the ears in
sound arrival time and intensity does for listeners at a concert.
It is clear, since the distance between the
ears is relatively small, that at very low frequencies there can be no significant
intensity difference, regardless of where a low-bass sound originates. At the other, very
high frequency extreme, the head is an effective barrier to sounds coming from the side
and, therefore, intensity differences provide the strongest non-pinna related directional
dues. At the higher bass frequencies the brain can begin to use arrival time differences
to locate a sound. At higher frequencies in the 500 to 1500 Hz region, both time and
intensity differences play a role, until as the frequency continues to rise only pinna
pattern intensity differences matter. Finally, the sensitivity of the ear to the arrival
time of sharp transients is often cited as a hearing parameter but is probably just a
particular manifestation of the mechanisms cited above.
There is one more relevant psychoacoustic
characteristic of the binaural hearing mechanism which does relate to intensity and
arrival time. This is the ability of the ear-brain system to focus on one particular sound
source out of many. Most of us can, if we wish, pick out just one voice or instrument in a
quartet, or in the classic example, overhear one conversation at a noisy cocktail party.
This focusing ability is strong in live three-dimensional concert situations and weak when
trying to distinguish one voice in a monophonic recording of Gregorian chant. The
relevance to Ambiophonics is that if you can generate a concert-hall stage and sound field
real enough to fool the brain, the ability to focus does appear. At a live concert,
distractions such as coughing, subway rumble, and program rattling are much less obtrusive
because one can focus on the stage and the music. Likewise at home, such distractions as
needle scratch, tape hiss, hum, cable idiosyncrasies, amplifier defects, and domestic
noises become easier to ignore if you are immersed in Ambiophonic atmosphere. This
concentration effect is particularly startling when playing CD transfers of noisy Caruso
acoustic-era recordings.
The Ambiophonic
Playback System
Ambiophonics was developed to provide
audiophiles, record collectors, equipment manufacturers, and, eventually, recording
engineers with a clear, understandable recipe for generating realistic music sound fields,
consistently and repeatedly, either from the vast library of existing two channel
recordings or from new two channel LPs, CDs or DVDs made, hopefully, even more realistic
by keeping Ambiophonic principles in mind.
The basic home elements required, if the
ultimate in realism is desired, are as follows:
1. A dedicated listening room. As in home
video theater, a room dedicated to this purpose where decor and all its other attributes
are kept subservient to the requirements of the Ambiophonic method and the laws of
acoustics. If the growth of home video-theater installations is any indication, there are
thousands of home videophiles who are prepared to invest in video projectors, theater
seats, large screens, and built-in surround sound systems in order to duplicate the
movie-theater experience at home. Perhaps there are similar numbers of music lovers who
are prepared to invest in a home concert hall or opera house. Fortunately, duplicating the
concert hall experience at home is not nearly as expensive or complex as home theater and
a much smaller room can be used but it is best if one has a similar dedicated room and as
determined a mind set.
2. Listening room treatment: While the size
and shape of the room are not critical, proper electronic or mechanical (preferably both)
absorbent sound treatment is essential. The room must be so configured that sound
reflections from its walls are minimized and do not interfere with the illusion that
Ambiophonics creates. Keeping exterior noise out of the room is also a function of the
room treatments discussed in the chapters that follow.
3. Loudspeaker crosstalk avoidance. For
reasons discussed in a later chapter, the front main left and right loudspeaker sounds
must be kept acoustically isolated to their respective ears at the listening position or
positions. This may be done using the stereo dipole software discussed in later chapters
or less expensively using a permanent or portable folding panel on edge, extending from
the listening position toward the space between two very closely spaced speakers. The two
front speakers are moved to a position almost directly in front of the listeners. This is
an advantage over standard 60- degree stereo since the speakers are as easy to locate and
as noncritical in this regard as monophonic sound reproduction was before the coming of
stereo.
4. Front proscenium reflections. Left and
right proscenium early reflection signals derived from the known impulse responses of the
worlds best halls or the particular site of the recording must be recreated by computer or
digital signal processor and reproduced through one or more pairs of surround
loudspeakers. The first pair is ideally placed at 55 degrees to the right and left of the
listener and the second at 90 degrees but the positions of these and any other surround
speakers are not critical and no more audible than the differences in real concert halls
because of their shapes.
5. Side hall reverberation. Left and right
side reverberant signals must be recreated and reproduced through loudspeakers placed
roughly to the right and left of the listening area.
6. Rear hall reverberation. Left and right
rear hall reverberation signals must similarly emanate from two or more speakers behind or
elevated behind the listening position.
7. Amplifier power. Enough amplifier power
must be available to achieve concert-hall volume in the room. This is seldom a problem
especially with the larger number of speakers sharing the acoustic load.
The technical reasons for these requirements
are discussed here and in the chapters that follow. It is hoped that once the physics and
the psychoacoustic laws are understood that the reader may be able to think of better ways
to achieve the same end. Ambiophonics was not developed in a day and the reader may not
want to implement the entire Ambiophonic system at one time. But each element in the
system, when implemented, does result in an appreciable audible improvement.
What Ambiophonics
Specifically Achieves
If you employ the techniques described in
the chapters below, you will produce a rock-solid sound stage that consistently extends
far beyond the right and left positions of the closely spaced front loudspeakers. You will
find that even with the main left and right loudspeakers directly in front of you, there
is only no compromise in the perceived stage width or depth, but a substantial improvement
over 60 degree stereo or 5.1 surround with virtually any recording. You will also see that
recreated hall ambience, if propagated in a properly treated room, launched from the
correct direction by well-situated loudspeakers will yield the sense that you are in a
hall similar to that in which the recording was made.
Since two-eared listening is more vibrant
than one-eared listening, sound fields that differ at each ear in intensity or arrival
time are more exciting, and in concert halls add spatial interest to the event. Thus when
we come to consider home-concert-hall design, it is not enough to just maintain the
separation of the front left and right channels; it is also necessary to ensure the
diversity of all the signals launched into the home listening space. Correlation is the
opposite of diversity, and in the next chapter we will consider the significance of the
correlation factors of both music and auditoriums so that we can sound as realistic as
possible.
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