13
HOLOPLOT Sound Field Control
PANNING OBJECT-BASED AUDIO
Similar to panning content between traditional
loudspeakers, which creates phantom sources that
can be localized between loudspeaker locations,
content can also be panned between sound fields
generated by a HOLOPLOT Audio System, no matter
if those are based on 3D Audio-Beamforming or Wave
Field Synthesis. The content can be panned between
individual sound fields created from a single HOLOPLOT
Matrix Array, and also between sound fields created
from multiple, distributed arrays.
HOLOPLOT Audio Systems simultaneously support both
traditional channel-based and object-based content.
Object-based content can be authored, played back,
and spatialized either with
HOLOPLOT Create
or by
employing a third-party spatializer where compatible.
Virtual Source Area
Listener Area
HOLOPLOT Array
3
Virtual Source Area
Ar
ray
Listener
Area
1
2
Audio
Object
Array
Virtual Source Area
WAVE FIELD SYNTHESIS
ACCURATE LOCALIZATION
FOR LISTENERS
In creative applications, a Wave Field Synthesis sound
field is usually deployed to create a distinctly localized
sound source. Such a virtual sound source usually has a
point-shaped origin behind or in front of a HOLOPLOT
Matrix Array, which in this case creates a spherically
propagating sound field.
A single HOLOPLOT Matrix Array can create multiple
sound fields simultaneously, each producing different
content, enabling the creation of auditory scenes with
multiple localized sound sources.
Because sound fields created by Wave Field Synthesis
are based on parametric coefficients which can
be dynamically adjusted, the sound source origin
location of a sound field can be changed, resulting in a
corresponding perceived change of the localization of
the sound source for listeners.
HOLOPLOT Wave Field Synthesis can be deployed in
conjunction with HOLOPLOT 3D Audio-Beamforming
capabilities. These technologies provide users with
a vastly augmented creative palette compared to
traditional loudspeaker systems.
Summary of Contents for MD80-S
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