PDCON:Conference/Reverb Design: Difference between revisions

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===Abstract===
===Abstract===
Reverb Design is about creating an aesthetic appealing spacial impression aimed at sweetening the listening experience for a given context. However, the ambiguity of auditory and visual cues in reproduced sound makes it necessary to create an auditory illusion<ref>A.S. Bregman. Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press, 1990.</ref>. To make this illusion work, an aesthetic concept of simplicity and intelligibility is proposed based on psychoacoustic facts and recording practice. A development kit for Pd is presented to encourage reverb design from a “bird's eye view”, with complete reverberation algorithms as basic building blocks. An example topology complements previous work<ref>U. Schlemmer. Ambience - representation of spatial impression through the simulation of source image models with 5 or 8 loudspeakers. Master’s thesis, University of Music and perf. Arts Vienna, 2006.</ref><ref>U. Schlemmer. How do we perceive early reflexions ? - some notes on the directivity of music instruments. VDT international Convention, November 2006.</ref> with diffuse reflections and late reverberation.
Reverb Design is about creating an aesthetic appealing spacial impression aimed at sweetening the listening experience for a given context. However, the ambiguity of auditory and visual cues in reproduced sound makes it necessary to create an auditory illusion<ref>A.S. Bregman. Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press, 1990.</ref>. To make this illusion work, an aesthetic concept of simplicity and intelligibility is proposed based on psychoacoustic facts and recording practice. A development kit for Pd is presented to encourage reverb design from a “bird's eye view”, with complete reverberation algorithms as basic building blocks. An example topology complements previous work<ref>U. Schlemmer. Ambience - representation of spatial impression through the simulation of source image models with 5 or 8 loudspeakers. Master’s thesis, University of Music and perf. Arts Vienna, 2006.</ref><ref>U. Schlemmer. How do we perceive early reflexions ? - some notes on the directivity of music instruments. VDT international Convention, November 2006.</ref> with diffuse reflections and late reverberation.


This is a final version (1.0)
This is a final version (1.0)
Download: [[Media:Schlemmer reverb.pdf]]
Download: [[Media:Schlemmer reverb.pdf]]



Revision as of 09:17, 6 July 2011

Reverb Design

Author: Urban Schlemmer

Abstract

Reverb Design is about creating an aesthetic appealing spacial impression aimed at sweetening the listening experience for a given context. However, the ambiguity of auditory and visual cues in reproduced sound makes it necessary to create an auditory illusion[1]. To make this illusion work, an aesthetic concept of simplicity and intelligibility is proposed based on psychoacoustic facts and recording practice. A development kit for Pd is presented to encourage reverb design from a “bird's eye view”, with complete reverberation algorithms as basic building blocks. An example topology complements previous work[2][3] with diffuse reflections and late reverberation.


This is a final version (1.0)

Download: Media:Schlemmer reverb.pdf

References

  1. A.S. Bregman. Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press, 1990.
  2. U. Schlemmer. Ambience - representation of spatial impression through the simulation of source image models with 5 or 8 loudspeakers. Master’s thesis, University of Music and perf. Arts Vienna, 2006.
  3. U. Schlemmer. How do we perceive early reflexions ? - some notes on the directivity of music instruments. VDT international Convention, November 2006.


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4th international Pure Data Convention 2011 Weimar ~ Berlin