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David Attenborough’s Conquest of the Skies VR series nominated for the Motion Picture Sound Editors 71st Annual Golden Reel Award for Outstanding Achievement in Sound Editing

Very excited to share that David Attenborough’s Conquest of the Skies 3-part VR series has just been nominated for the Motion Picture Sound Editors 71st Annual Golden Reel Award for Outstanding Achievement in Sound Editing, in the Non-Theatrical Documentary Category. https://www.mpse.org/

Discover how insects, reptiles and birds escape the grips of gravity and take to the skies in this immersive series. The series will take you on a journey through the astonishing 300-million-year dynasty of flight in exceptional 3D 180 VR shot in 8k at 60fps and spatial sound. Available now on Meta Quest.

 

David Attenborough’s Conquest VR series wins the International Sound Awards 2023

We are excited to share that David Attenborough’s Conquest of the Skies 3-part VR series just won the International Sound Awards 2023.

Congratulations to the incredible teams at Alchemy Immersive, Atlantic Productions. Lewis Ball, Lou Doye, Iona McEwan, Richard Lester, Bhaumik Patel, Anna Taylor, Emma Rees and many more! Shout out to Hyunkook Lee at Applied Psychoacoustics Lab (APL). Produced in collaboration with Meta, Zoo VFX and 1.618 DIGITAL.

https://www.international-sound-awards.com/david-attenboroughs-conquest-of-the-skies/

Discover how insects, reptiles and birds escape the grips of gravity and take to the skies in this immersive series. The series will take you on a journey through the astonishing 300-million-year dynasty of flight in exceptional 3D 180 VR shot in 8k at 60fps and spatial sound.

Available now on Meta Quest -> https://creator.oculus.com/community/2319730815002569/

Immersive Audio Podcast Episode 59 – Hyunkook Lee (A Conceptual Model of Immersive Experience in Extended Reality)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by the director of the Applied Psychoacoustics Laboratory at the University of Huddersfield – Hyunkook Lee.

Dr Hyunkook Lee is a Reader (i.e., Associate Professor) in Music Technology and the Director of the Applied Psychoacoustics Laboratory, University of Huddersfield, U.K. His research over the last 10 years contributed to advancing the understanding of three-dimensional (3D) audio perception and developing new 3D capture and reproduction techniques. He has invented various psychoacoustics-based 3D microphone arrays including PCMA-3D and ESMA-3D, whose principle for height microphone configuration has been adopted for Schoep’s award-winning ORTF-3D array. Recently, he has been focusing on researching and developing perceptually optimised techniques of 6DoF audio rendering for extended reality applications. He is also currently leading a multidisciplinary project that connects immersive arts and technologies. From 2006 to 2010, he was a Senior Research Engineer in audio R&D with LG Electronics, South Korea, where he participated in the standardisations of MPEG audio codecs and developed spatial audio algorithms for mobile devices. He is an Associate Technical Editor of the Journal of the Audio Engineering Society (AES). He co-edited a recently published book “3D Audio” (Routledge). Hyunkook is a Fellow of the AES, Vice-Chair of the AES High-Resolution Audio Technical Committee, and has recently been elected as a Governor of the AES for 2022-2023.   Dr Lee received a B. Mus (Hons) degree in music and sound recording (Tonmeister) from the University of Surrey, U.K., in 2002 and a PhD in spatial audio psychoacoustics from the Institute of Sound Recording (IoSR), the University of Surrey in 2006.

In this episode, we discuss Hyunkook’s recent research on “A Conceptual Model of Immersive Experience in Extended Reality” and its influence on spatial audio.

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Show Notes

Hyunkook Lee – https://pure.hud.ac.uk/en/persons/hyunkook-lee

360 Reality Audio Creative Suite – https://360ra.com/

IMERSA – https://www.imersa.org/item/immersive-audio

University of Surrey, Music & Sound Recording (Tonmeister) – https://www.surrey.ac.uk/undergraduate/music-and-sound-recording-tonmeister

University of Huddersfield, Music Technology – https://www.hud.ac.uk/inspire/musictechnology/

University of Huddersfield, Applied Psychoacoustics Lab – www.hud.ac.uk/apl

Applied Psychoacoustics Lab on Facebook – https://www.facebook.com/applied.psychoacoustics.lab/

A Conceptual Model of Immersive Experience in Extended Reality Paper – https://psyarxiv.com/sefkh/

Conceptual Model of Immersive Experience in Extended Reality Online Lecture – https://www.youtube.com/watch?v=ZoSTV-WVeeI

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Immersive Audio Podcast Episode 58 – Max Röhrbein (ENCIRCLED, IOSONO – Wave Field Synthesis)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Bjørn Jacobsen are joined by the co-founder and managing director of Encircled Max Röhrbein from Berlin, Germany.

Max is a co-founder and a managing director at Encircled audio.solutions GmbH where Encircled is the official and only licensee of the IOSONO software.

In this episode, Max discusses the technical capabilities of the entire IOSONO software and hardware ecosystem and we dive deep into this episode’s hot topic – Wave Field Synthesis.

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Show Notes

Cujo Sound YouTube Channel – https://www.youtube.com/channel/UCDe59ZJaYVueCUH55POlW3g

Dolby Atmos plug-in for Logic Pro – https://support.apple.com/en-gb/guide/logicpro/lgcp8e75f0b5/mac

Unity to acquire Peter Jackson’s Weta Digital in $1.6 billion deal – https://www.techspot.com/news/92159-unity-acquire-peter-jackson-weta-digital-16-billion.html

Max Röhrbein – https://www.linkedin.com/in/max-r%C3%B6hrbein-7560ab59/

Encircled/ IOSONO – https://encircled-audio.com/

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Immersive Audio Podcast Episode 57 – Hugo Larin (Flux:: Immersive – SPAT Revolution)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by the ambassador and key collaborator of the FLUX:: Immersive – SPAT Revolution audio engine project Hugo Larin from Montreal, Canada.

Hugo Larin has deep roots in audio mixing, design, and operation as well as in networked control and data distribution.  He launched his career in production equipment rentals and in-studio recording. His passion for technology and for the entertainment production environment quickly drove him toward the live production sphere. His activities in this realm include a number of mixing, operation, and technical director roles on a variety of high-profile productions and events.

In this episode, Hugo discusses the technical capabilities of the SPAT Revolution engine along with the entire fleet of FLUX:: Immersive tools and we talk about the newly launched ADM OSC initiative.

For our podcast listeners, Flux:: Immersive are giving special access to extended licenses for -> Spat Revolution Software

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Show Notes

Flux:: – https://www.flux.audio/

Flux:: Immersive – https://www.flux.audio/immersive/

Spat Revolution – https://www.flux.audio/project/spat-revolution/

Ircam HEar  – https://www.flux.audio/project/ircam-hear-v3/

LANDR – https://www.landr.com

Ircam – https://www.ircam.fr/

ADM-OSC – https://doc.flux.audio/en_US/spat_revolution_doc/Ecosystem_&_integration_ADM_OSC.html

ADM-OSC GitHub – https://github.com/immersive-audio-live/ADM-OSC

FLUX:: Immersive User Group – https://www.facebook.com/groups/fluximmersive.usergroup

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Immersive Audio Podcast Episode 56 – Nuno Fonseca (Sound Particles – Physics Based Audio)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by the founder and CEO of Sound Particles Nuno Fonseca from Leiria, Portugal.

Nuno Fonseca (PhD), is the founder and CEO of Sound Particles company, and was the creator of Sound Particles software, a 3D CGI-like audio software used in all major Hollywood studios in productions such as “Star Wars 9”, “Frozen II”, “Aquaman” or “Game of Thrones”. Former university professor (computer science and music technology areas),  Nuno is the author of the Portuguese book “Introdução à Engenharia de Som” (Introduction to Sound Engineering), co-author of the Portuguese book “Desenvolvimento em iOS” (iOS Development), author of “All You Need to Know About 3D Audio” ebook, and author of more than 20 papers regarding audio research. He is a member of AES, SMPTE, CAS, MPSE, AMPS, and a member of the Audio Engineering Society (AES) Technical Committee on “Audio for Cinema”.

In this episode, Nuno shares the story of the creation of Sound Particles and he explains the core operational principles of Physics-based Audio and its unique sonic properties.

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Show Notes

Xp4l – https://www.xp4l.com/

Spatial Audio on Netflix  – https://9to5mac.com/2021/08/18/netflix-spatial-audio-support-roll-out/

Nuno Fonseca – https://pt.linkedin.com/in/nuno-fonseca-04250a30

All You Need to Know about All about 3D Audio Ebook – https://soundparticles.com/resources/ebooks/3daudio

Sound Particles – https://soundparticles.com/products/soundparticles/overview

Energy Panner Plugin – https://soundparticles.com/products/energypanner

Brightness Panner Plugin – https://soundparticles.com/products/brightnesspanner

Space Controller Plugin – https://soundparticles.com/products/spacecontroller

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Immersive Audio Podcast Episode 53 – Ulli Scuda & Philipp Eibl (MPEG-H)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel is joined by head of the SoundLab group Ulli Scuda and research engineer Philipp Eibl at Fraunhofer IIS, over Zoom from Bavaria, Germany.

Ulli Scuda got a Tonmeister degree at the Film University Potsdam-Babelsberg where he also got his PhD. His experience covers sound recording, sound design and mixing for various film and music formats, ranging from binaural up to 22.2. He was a visiting lecturer at the Ansbach University of Applied Sciences. Today he heads the SoundLab group in the audio department at Fraunhofer IIS where he researches 3D-Audio production and reproduction technologies, as well as microphone arrays and production workflows. His main expertise is immersive audio production, interactive and object-based audio.

Philipp Eibl is a research engineer for Fraunhofer IIS, specializing in Next Generation Audio and the development of NGA production tools in particular.  Together with his colleagues, he mixes content for interactive and immersive experiences and advises industry partners on how they can integrate object-based audio production into their workflows.    Philipp joined Fraunhofer after studying Multimedia Art as well as Media Technology and Production in Salzburg and Amberg and interning in music and broadcast production.  His years of employment in a radio broadcast at the Bayerischer Rundfunk gave him first-hand experience and knowledge of the day-to-day work in both production and live broadcast environments at one of Germany’s largest radio stations.

In this episode, we discuss and compare new generation spatial audio codec MPEG-H and associated authoring tools for its ecosystem.

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Show Notes

Fraunhofer Institute – https://www.fraunhofer.de/en.html

MPEG-H Audio – https://www.iis.fraunhofer.de/en/ff/amm/broadcast-streaming/mpegh.html

Sony 360 Reality Audio – https://www.sony.co.uk/electronics/360-reality-audio

Sony 360 Reality Audio Creative Suite – https://360ra.com/product/360-reality-audio-creative-suite/

MPEG-H Authoring Suite – https://www.iis.fraunhofer.de/en/ff/amm/broadcast-streaming/mpegh-audio-production-tools.html

Spatial Audio Designer – https://newaudiotechnology.com/products/spatial-audio-designer/

ADM – https://www.iis.fraunhofer.de/en/ff/amm/dl/whitepapers/adm-profile.html

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Immersive Audio Podcast Episode 52 – Monica Bolles (Spatial Audio for Domes & Planetariums)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Bjørn Jacobsen are joined by sound artist Monica Bolles from Denver, US.

Monica Bolles has been working with spatial audio since 2011 when she first gained access to her local planetarium’s 15.1 channel surround system. Since then she has been continuously building toolsets in Max MSP to create large textured soundscapes that explore space, movement, and interaction. Tapping into her roots in traditional audio engineering she works with composers and live performers to explore methods of translating their work to spatial environments while exploring the role the audio engineer plays as a performer and musician. As an artist, she has been focusing on building custom instruments that explore data sonification and use gestural control to create improvised spatial audio experiences. As a producer, she puts together teams to build large immersive works that bring together live performance, dance, 360-projections, spatial audio, and other new technologies.  She is also a presenter and host of workshops in her field and has performed in this capacity at SXSW (2019) Ableton Loop (2018), IMERSA Summit (2013-2019), and NIME (2017-2018), among others. Currently, she owns and operates her own company, Resonant Interactions, specializing in immersive experience design.

In this episode, we dive into the topic of spatial audio for domes and planetariums, and Monica expertly covers multiple aspects of this re-emerging industry.

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Show Notes

Unreal Engine 5 – https://www.unrealengine.com

Meta Sounds – https://docs.unrealengine.com/5.0/en-US/AudioFeatures/MetaSounds/

Dolby Atmos for Music – https://www.dolby.com/music/

Monica Bolles – http://www.monicabolles.com

Resonant Interactions – http://www.resonantinteractions.com

N/TOPIA – https://vimeo.com/392358059

Orbits – https://vimeo.com/360311936

Collision – https://vimeo.com/437903790

SPAT Revolution – https://www.flux.audio/project/spat-revolution/

IRCAM – https://www.ircam.fr/

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Immersive Audio Podcast Episode 50 – Henrik Oppermann, Jean-Pascal Beaudoin and Viktor Phoenix

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel is joined by industry practitioners Henrik Oppermann, Jean-Pascal Beaudoin and Viktor Phoenix. Based on decades of combined experience of creative practice in the field of spatial audio for immersive media we discuss current affairs and reflect on the progress and prospects for the industry as a whole.

Henrik  Oppermann

Henrik Oppermann (M.Mus.) is a leading 3D sound specialist. Formerly Head of Sound at Visualise, he brings with him over 10 years of experience of recording studio-quality audio on location for film, advertising, music industry clients and 3D sound installations.   Since joining Visualise in 2014, Henrik has worked on over 80 virtual reality projects, capturing 3D audio in a number of challenging environments, including low flying military aircraft, formula one race cars, refugee camps, mountain peaks and concert halls around the world.   An expert in his field, Henrik has developed hardware and software audio applications for VR collaboration with leading sound partners, to deliver the best possible immersive sound.   For example with Sennheiser, Henrik was involved in the early stages of the development of the AMBEO VR mic and has kept close interaction with the AMBEO team since then. He is featured in the education video series covering how to record and mix with the AMBEO VR mic. Henrik sees the 360 image as a score for interactive soundscapes and has developed a number of unique workflows to deliver the best possible immersive sound experiences.

Viktor Phoenix

Partner & Head of Sound, Headspace Studio Los Angeles. Viktor believes in a vision of the future where everything you experience digitally is more immersive, more emotional, and more meaningful when what you see and do has a deep connection to what you hear.  He is a creative and technical audio director with expertise in interactive audio, sound design, and spatial audio for immersive media and a passion for non-linear and reactive storytelling.  Phoenix has collaborated on XR projects with talented partners at companies like Wevr, Artie, MPC, Sony Pictures, The Mill, MAP Design Lab, Annapurna Pictures, With.in, The New York Times, Kite & Lightning, ETC@USC, TNT, Lionsgate, Cloudhead Games, and ThreeOneZero, including Documentary Emmy®-nominated The Click Effect, ADR1FT — winner of the 2016 award for Sound Mixing in VR from The National Academy of Video Game Trade Reviewers, and Insurgent – Shatter Reality VRE — nominated for Best Sound Design at the 2015 Proto Awards.   Phoenix was previously Sound Supervisor for the Sound Lab at Technicolor and held senior positions at AAA game developers Pandemic Studios, an Electronic Arts-owned developer, and Turtle Rock Studios

Jean-Pascal Beaudoin

Co-founder & President, Headspace Studio Head of Sound, Headspace Studio Montreal     Jean-Pascal believes in a vision of the future where everything you experience digitally is more immersive, more emotional, and more meaningful — because of what you hear.  With extensive experience in audio post-production and music score supervision and driven by a combined passion for cinematic storytelling and immersive audio technology, he established himself as a creative pioneer in the emerging field of spatial audio for XR.  With Headspace Studio, Jean-Pascal has worked with high-profile creative partners on VR projects such as the Emmy Award-winning The People’s House: Inside the White House with Barack and Michelle Obama, Wes Anderson’s Isle of Dogs: Behind the Scenes, Jurassic World: Blue, Traveling While Black by Academy Award-winning director Roger Ross Williams, Gloomy Eyes with Colin Farrell, and the Space Explorers franchise partly shot aboard the International Space Station and adapted for 360 3D VR video, full-dome, theatrical, and an immersive exhibition.

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Show Notes

Headspace Studio – https://headspacestudio.com/

Schallgeber – https://www.schallgeber.com/

Felix & Paul – https://www.felixandpaul.com/

Olympic Studios Cinema – https://www.olympiccinema.co.uk/

NASA Project – https://time.com/space-explorers/

Mahler Chamber Orchestra – https://mahlerchamber.com/

Symphony VR with Gustavo Dudamel and the Mahler Chamber Orchestra – https://www.schallgeber.com/symphony-vr

Ambeo Cube – https://en-us.sennheiser.com/ambeo-blueprints-loudspeakers

MKH800 Twin Microphone – https://en-us.sennheiser.com/studio-condenser-microphone-stereo-surround-mkh-800-twin-ni

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Immersive Audio Podcast Episode 45 – Guillaume Le Nost (L-Acoustics)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel is joined by Executive Director, and Creative Technologist at L-Acoustics Guillaume Le Nost via Zoom  from London, UK.

Driven by a passion for sound and technology, Guillaume has built a career in both the artistic and technical domains.

After getting two MScs in electrical engineering and signal processing from Ecole Centrale Paris and IRCAM, he started a research career in 3D sound, and received a PhD in Acoustics. He then performed as a professional rock musician and managed an indie music label before going on to co-found the start-up AudioGaming, a pioneer in audio synthesis technologies and French Ministry of Research award-winner.

He joined the L‑Acoustics R&D department in France in 2009 where he led projects on acoustic measurement and simulation, and developed new signal processing algorithms for integration into L‑Acoustics software and amplified controllers. Guillaume moved to London in 2012 to head the company’s research efforts into immersive audio for live sound. Since then, L-ISA object-based audio technology has been deployed in more than 5000 live shows, from clubs to arenas across the world, with artists such as Aerosmith, Lady Gaga, Bon Iver, Alt-J, or the BBC Proms.

In this episode, Guillaume talks about how the live sound industry is undergoing a quiet revolution by adapting immersive audio and how their latest L-ISA technology empowers sound engineers to break through long standing conventions.

The binaural audio excerpt by Molecule from the Acousmatic 360 tour, performed live at “Printemps de Bourges” with a 12.1 system. The spatialization is done in real-time using L-ISA by a live mixing engineer Herve Dejardin.

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Show Notes

L-Acoustics – https://www.l-acoustics.com

L-ISA – https://l-isa-immersive.com/

L-ISA Controller – https://www.l-acoustics.com/fr/produit/l-isa-controller/

L-Acoustics Soundvision – https://www.l-acoustics.com/en/software/soundvision-presentation/

We Make Events Initiative – https://www.wemakeevents.com/

Owl Project – https://www.kickstarter.com/projects/marser/owl-programmable-effects-pedal

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Michelle Chan with the help of Emma Rees and included music by Knobs Bergamo.