Lecture: 2 hours/week
and
Lab: 2 hours/week
Lectures, demonstrations and hands-on studio experience
1. The Science of HRTF
- Monophonic, stereophonic and immersive audio - a comparison and timeline
- HRTF - A review of the acoustic science behind immersive audio
- Spatial audio demonstration in LogicX
- HRTF via Eigen decomposition
2. Immersive Mixing with VR Toolkits in Headphones Part 1
- Logic Spatial Audio, Dear VR, Sonarworks mixing overview
- Crossfeed and Room VR emulation vs speaker array
- Immersive mixing activity
- Vector Based Amplitude Panning (VBAP)
3. Immersive mixing with VR Toolkits in Headphones Part 2
- Specifications of leading immersive audio tools - Apple Spatial Audio, Dolby VR Ambisonic
- Personalized HRTF technology
- Head Related Impulse Response technology (HRIR)
- Ambisonic Spatial Room Impulse Responses (SRIR)
- Head Tracking Technology
4. Ambisonic Recording Part 1
- Using an Ambisonic microphone in the recording studio
- B-Format specs and processing
- Study of Ambisonic microphone technology and characteristics
5. Ambisonic Recording Part 2
- Classical recording Ambisonic audiophile recording
- Autonomous Sensory Meridian Response (ASMR) recordings in spatial audio - library sound design
- Opus audio codec for first-order Ambisonics
6. Remote Collaboration - VR Mixing
- Overview of digital streaming for online mix or recording sessions
- Remote monitoring and mixing
- Immersive Network Music Performance (INMP)
- Jam Kazaam
- Source Live
7. Dolby Atmos Setup Part 1
- Dolby technology overview
- Historical development of Dolby technologies as pioneering the industry
- Dolby in the studio as content creation and consumer playback
- 5.1 vs 7.1.4 setups
- Auro 3D 9.1, 11.2, 13.1
- IEM AllRAD decoder for 5.1 to 7.1.4 (or 5.1.2, 7.1.4, 9.1.6)
8. Dolby Atmos Setup Part 2
- Studio and system calibration for Dolby Spec
- Dolby Empire encoder
- Using an Real Time Analyzer (RTA) and Sound Pressure Level (SPL) meter to calibrate a system
- Bass management and crossover technology - physical and software calibration tools
- Pro Tools Input/Output (I/O) setup for Dolby Atmos and Ambisonic audio
9. Dolby Atmos Mixing Part 1
- Atmos mixing demonstration
- Mixing techniques for Dolby Atmos
- High Order Ambisonic Array (HOA)
- Digital Cinema of Fraunhofer IIS
10. Dolby Atmos Mixing Part 2
- Mix Practicum I
- Dolby Atmos mix
- Spatialization, bass management, panning in Z plane
- Interoperable Master Format (IMF) for delivery
- Bravo Audio Definition Model (ADM) for Dolby delivery
11. Dolby Atmos Mixing Part 3
- Mix Practicum II
- Compression/EQ/Impulse Response (IR) room reverb building in VR mixing
- Creating deliverables for Atmos, Sony 360 and other formats
- Understanding modern delivery specifications
- Immersive Room Extension Environment (IRENE)
12. Immersive Music Mastering
- Extended Reality Environment (XRE)
- Solid State Logic (SSL) System T console for immersive mixing
- Immersive audio mastering technologies
13. Virtual Reality Music Production Tools
- Wavefield synthesis (WFS)
- Vector Based Amplitude Panning (VBAP) and WFS for spatial sound synthesis
- Leap motion controllers
- Synth VR, Lyra
Upon successful completion of this course, students will be able to:
- Explain the science behind Head Related Transfer Function (HRTF) in the Immersive Audio context;
- Describe Immersive Audio technologies for the consumer and delivery specifications;
- Apply and operate a variety of industry leading tools for producing immersive music content;
- Mix a session using remote collaboration and Virtual Reality (VR) streaming technology;
- Critically evaluate playback using room emulation technologies to produce immersive content in headphones.
Assessment will be based on course objectives and will be carried out in accordance with the ÌÇÐÄvlog´«Ã½Evaluation Policy. An example evaluation scheme is included below:
Headphones Spatial Audio Mix |
10% |
Report and Presentation on new Immersive Audio Technologies |
10% |
Spatial Audio Radio Play Mix |
15% |
Remote Collaboration Mix |
10% |
Dolby Atmos Mix |
30% |
Practical Assessment |
25% |
TOTAL |
100% |
Textbooks and materials are to be purchased by students. A list of required textbooks and materials is provided for students at the beginning of each semester.
Example texts may include:
- Immersive Audio Signal Processing (Sunil Bharitkar and Chris Kryiakakis) Springer
- Immersive Sound: The Art and Science of Binaural and Multichannel Audio (Agnieszka Roginska, Paul Geluso) Routledge