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Am Bio Phonics
Am Bio Phonics
Ambiophonics is a method in the public domain that employs digital signal processing (DSP) and two loudspeakers directly in front of the listener in order to improve reproduction of stereophonic and 5.1 surround sound for music, movies, and games in home theaters, gaming PCs, workstations, or studio monitoring applications. First implemented using mechanical means in 1986 [1][2], today a number of hardware and VST plug-in makers offer Ambiophonic DSP [3]. Ambiophonics eliminates crosstalk inherent in the conventional stereo triangle speaker placement, and thereby generates a speaker-binaural soundfield that emulates headphone-binaural, and creates for the listener improved perception of reality of recorded auditory scenes. A second speaker pair can be added in back in order to enable 360 surround sound reproduction. Additional surround speakers may be used for hall ambience, including height, if desired.
also produce compatible results using conventional speaker-stereo, 5.1 surround, and mp3 players.)
games and, depending upon the recording, restore the life-like localization, spatiality, and tone color they have captured. For most test subjects, results are dramatic, suggesting that Ambiophonics has the potential to revitalize interest in high-fidelity sound reproduction, both in stereo and surround. Additionally, ambiophonics provides for the optional use of concert-hall or other ambience impulse response convolution to generate hall ambience signals for virtually any number and any placement of surround speakers.[6][7] But ambiophonics is not for theaters, auditoriums, or any large groups. Ambiophonics can usually accommodate more than one listener since one can move back and forth along the line bisecting the speakers. Precisely because of the higher level of envelopment along this line, the loss of realism when one moves away from the center line is more dramatic in the case of Ambiophonics than stereo. The listening area can be enlarged with ambience convolution, whereby surround speakers mimic the contributions of concert-hall walls. Ambiophonics methods can be implemented in ordinary laptops, PCs, soundcards, hi-fi amplifiers, and even modest loudspeakers with consistent phase response, especially in any crossover regions. Neither true-binaural (dummy head with pinna) recordings nor head tracking are required, as with headphone-binaural listening. Commercial products now implement ambiophonics DSP, although tools for use on PCs are also available online.[4]
Surround sound
In practice in its simplest two-speaker implementation, ambiophonic reproduction unlocks auditory cues for images of up to 150 horizontally (azimuth), depending on the binaural cues captured in existing stereo recordings. Multi-channel recordings made with ambiophone-like microphone arrays to make 5.1-compatible DVD/SACD recordings can be reproduced using just four speakers (a center speaker is obviated in ambiophonic layouts). Allowing for the human hearing cone of confusion at each side, a full 360 degree circle of perceived sound localization has been measured within 5 of actual source azimuth, reproducing life-like spatial envelopment and timbre (contributed by accurate directional provenance of early reflections) of multi-channel music, movies, and game content.[3][8][9] Especially in the case of stereo content where ambience has been purposely reduced (because a natural level coming from front 60-only is perceived as too much), additional signals for surround speakers can be produced using a measured hall impulse response, convolved in a PC with the two front channel signals. For full ambiophonic replay, one PC can provide the DSP for 4-channel crosstalk-cancellation and four or more (up to 16 depending on the PC) surround speakers.[10]