Wave Field Synthesis and Holophony

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Wasn't open octave working on something along these lines? Room synthesis stuff. It could have great potential in architecture IMO. Know what your studio/building will sound like BEFORE you build it. Or just know what one goof might do to alter that sound. Or just satisfying ones curiosity without spending the money on the price of education. We have the math for this stuff now. And computers are sufficiently fast enough to get the big picture close enough in a single lifetime. Less so on larger networks / server farms. Perhaps even ID the sweet spot in a room. Or any dead spots. Probably not of use for anything realtime or live though. At least nothing that traditional reverb can't accomplish.
 
Wasn't open octave working on something along these lines? Room synthesis stuff. It could have great potential in architecture IMO. Know what your studio/building will sound like BEFORE you build it.

But more interesting seems the ability, subtract the rooms acoustics from the transmitting chain. The way described at chapter 4.2 at those page:

WFS-Holophony
 
But more interesting seems the ability, subtract the rooms acoustics from the transmitting chain. The way described at chapter 4.2 at those page:

WFS-Holophony

Whatchou talking 'bout synthwav... A perfectly dead/flat recording in any sonic space? How would you get the "room refference"?
 
Whatchou talking 'bout synthwav... A perfectly dead/flat recording in any sonic space? How would you get the "room refference"?

..we need only nearfield conditions in range of the huge diaphragm behind the silver screen. Its directive effect will avoid any feed of first reflection mirror sources in the playback room by sound energy. However, the first reflections are the source for second reflections and so on. No reverberarion will arise, thus.
 
..we need only nearfield conditions in range of the huge diaphragm behind the silver screen. Its directive effect will avoid any feed of first reflection mirror sources in the playback room by sound energy. However, the first reflections are the source for second reflections and so on. No reverberarion will arise, thus.

I was hoping you would say something like "record a short sine wave tone through your setup and the sonics of the room will be automatically detected"...
 
I was hoping you would say something like "record a short sine wave tone through your setup and the sonics of the room will be automatically detected"...

...why you want to detect the acoustics, if you are able for eliminating?
 
Are you taking the piss synth?

...no, only a little mathematics. Would you be as clever as I, you would simply subtract the additional detours of the sound wafes in the Playback room. That is shown in that little animation at the example of the ceiling reflection:

http://www.syntheticwave.de/pictures/principe.swf
The WFS Loudspeaker screen is able for directing each of the wave fronts separately. On end, the playback room ceiling reflection will fake the recording room ceiling reflection in time, level and direction. Applyed for all walls, the playback room acoustics become subtract.
 
Honestly, I would not be "as clever as I" synth, I feel like I am talking to Yoda. :D

Sorry... too harsh... again.

Anyway, I deliberately want a little "live room" in my recordings, but it sounded for a moment there that you had a way of removing the room completely from the recording... which I doubt... but would offer interesting possibilities...
 
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...also the unsolvable task in traditional audio, subtract the playback room acoustics from the transmitting chain become feasible in the Holophony approach. I think, that will be the future in audio, and the future arrives fast, still. You should read the Wikipedia Wave Field Synthesis page for more information.

I think the iPod and earbuds already solved those problems.... ;)

....and I'm for it that kcearl is against it that RAMI is for it.
 
I still don't know what anyone is talking about.
 
Anyway, I deliberately want a little "live room" in my recordings, but it sounded for a moment there that you had a way of removing the room completely from the recording... which I doubt... but would offer interesting possibilities...

...removing the playback room only!

We are still faced from the problem, there are two rooms in one record. We are perceiving the acoustics from the recording room, but unwantedly superimposed from the acoustics from the playback room.

Removing its influence, is a new area in audio reproduction.
 
Well until we have general contractors that actually know math and geometry we wont have these perfect rooms that can be compensated for. If only in theory. Last time I checked, the door has trim, the floor has trim, the ceiling has trim, there's light switches and outlets and ceiling fans and extrusions that would severely impede most current counter reflection technologies. And never mind that at say CD sampling rates, higher frequencies only have one sample for top and bottom of the wave. Which isn't enough to distinguish between sine, square, saw, or other waveform. But it's a nice theory that one can try and use to SELL stuff.

And never mind that sympathetic vibration thing. As my work lights that I'm using for video stuff have a nice ring to them, which doesn't bode well for some audio elements.
 
Last time I checked, the door has trim, the floor has trim, the ceiling has trim, there's light switches and outlets and ceiling fans and extrusions that would severely impede most current counter reflection technologies.

You are annoyed, because all those elements without any correction are changing your perception, in traditional audio?:confused:
 
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