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Ambisonics tools for macOS
Old 12th October 2018
  #1
Gear Maniac
 

Ambisonics tools for macOS

Digital Audio Workstation
Avid Pro Tools Ultimate Pro Tools | Ultimate - Music Software - Avid
Cockos Reaper REAPER | Download
Steinberg Nuendo 8.3 Start | Steinberg

AAX
3D Sound Labs B-Format to Binaural plug-in Download 3D Audio Plugin | 3D Audio | 3D Sound Labs Developers
Audio Ease 360pan suite Audio Ease 360pan suite, full control over your spatial audio with this professional audio plug-in suite
Blue Ripple Sound http://www.blueripplesound.com/produ...ings/pro-audio
Coronal Audio Arcade http://www.coronal.audio/coronal-aud...l-audio-codec/
dearVR pro https://www.plugin-alliance.com/en/p...earvr_pro.html
Dysonics Rondo360 http://dysonics.com/rondo360/
Facebook360 Spatial Workstation https://facebook360.fb.com/spatial-workstation/
Flux Spat Revolution https://fluxhome.com/project/spat-revolution/
G'Audio Lab Works https://www.gaudiolab.com/product/works
Harpex https://harpex.net/registerlicense.php
Noise Makers Ambi Head HD, Ambi Limit HD, Ambi Pan HD. http://www.noisemakers.fr
NUGEN Audio Halo Upmix https://nugenaudio.com/haloupmix
Qualcomm 3D Audio Tools https://developer.qualcomm.com/software/3d-audio-tools
SoundField SurroundZone 2 http://www.soundfield.com/products/surroundzone2
SoundField by RØDE https://www.rode.com/soundfieldplugin
Stitt Spatial Audio aX Plugin Suites https://www.ssa-plugins.com
VVAudio VVStandard http://www.vvaudio.com/products
Waves 360° Ambisonics Tools https://www.waves.com/hardware/360-ambisonics-tools

Audio Unit
Audio Ease 360pan suite Audio Ease 360pan suite, full control over your spatial audio with this professional audio plug-in suite
B2X http://www.radio.uqam.ca/ambisonic/b2x.html
dearVR pro https://www.plugin-alliance.com/en/p...earvr_pro.html
Dysonics Rondo360 http://dysonics.com/rondo360/
Flux Spat Revolution https://fluxhome.com/project/spat-revolution/
Harpex https://harpex.net/registerlicense.php
Noise Makers Ambi Head HD, Ambi Limit HD, Ambi Pan HD. http://www.noisemakers.fr
NUGEN Audio Halo Upmix https://nugenaudio.com/haloupmix
NuSpace Audio Zephir Reverb https://nuspaceaudio.com/2018/01/22/...rround-reverb/
sonicLAB Cosmosƒ FX & Cosmosƒ Saturn5S http://www.sonic-lab.com
SoundField SurroundZone 2 http://www.soundfield.com/products/surroundzone2
SoundField by RØDE https://www.rode.com/soundfieldplugin
Waves 360° Ambisonics Tools https://www.waves.com/hardware/360-ambisonics-tools

VST
Aalto SPARTA http://research.spa.aalto.fi/projects/sparta_vsts/
AAT http://www.ironbridge-elt.com/products/aat.html
Audio Ease 360pan suite Audio Ease 360pan suite, full control over your spatial audio with this professional audio plug-in suite
ambiX http://www.matthiaskronlachner.com/?p=2015
B2X http://www.radio.uqam.ca/ambisonic/b2x.html
Blue Ripple Sound http://www.blueripplesound.com/produ...ings/pro-audio
Coronal Audio Arcade http://www.coronal.audio/coronal-aud...l-audio-codec/
dearVR pro https://www.plugin-alliance.com/en/p...earvr_pro.html
Dysonics Rondo360 http://dysonics.com/rondo360/
Facebook360 Spatial Workstation https://facebook360.fb.com/spatial-workstation/
Flux Spat Revolution https://fluxhome.com/project/spat-revolution/
Harpex https://harpex.net/registerlicense.php
IEM Plugin Suite https://plugins.iem.at
mh acoustics EigenUnits https://mhacoustics.com/download
Noise Makers Ambi Head HD, Ambi Limit HD, Ambi Pan HD. http://www.noisemakers.fr
NUGEN Audio Halo Upmix https://nugenaudio.com/haloupmix
NuSpace Audio Zephir Reverb https://nuspaceaudio.com/2018/01/22/...rround-reverb/
Resonance Audio Monitor https://github.com/resonance-audio/r...ools/releases/
sonicLAB Cosmosƒ FX & Cosmosƒ Saturn5S http://www.sonic-lab.com
SoundField SurroundZone 2 http://www.soundfield.com/products/surroundzone2
SoundField by RØDE https://www.rode.com/soundfieldplugin
Stitt Spatial Audio aX Plugin Suites https://www.ssa-plugins.com
VVAudio VVStandard http://www.vvaudio.com/products
Waves 360° Ambisonics Tools https://www.waves.com/hardware/360-ambisonics-tools
WigWare http://www.brucewiggins.co.uk/?page_id=78
X-volver http://www.angelofarina.it/X-volver.htm

Ableton Live / Max For Live / Max 7
Envelop for Live http://www.envelop.us/software/

Max
Ricky Graham http://rickygraham.net/?p=176401532
HoaLibrary http://hoalibrary.mshparisnord.fr/
ICST https://www.zhdk.ch/5381
IRCAM Spat http://forumnet.ircam.fr/product/spat-en/

Pure Data
HoaLibrary http://www.mshparisnord.fr/hoalibrary/

Plogue Bidule
Aristotel Digenis http://www.digenis.co.uk/?page_id=59

SuperCollider
ATK http://www.ambisonictoolkit.net/download/supercollider/
AmbIEM https://github.com/supercollider-quarks/AmbIEM
Florian Grond SC-HOA https://github.com/florian-grond/SC-HOA
Mosca https://github.com/escuta/mosca

Reaper
ATK http://www.ambisonictoolkit.net/download/reaper/

Standalone
Flux Spat Revolution https://fluxhome.com/project/spat-revolution/
IRCAM panoramix http://forumnet.ircam.fr/product/panoramix-en/
Sound Particules http://soundparticles.com
The Sound of the Mountain https://mntn.rocks/mntn
TripinLab Sound Trajectory https://www.tripinlab.com
Visisonics RealSpace 360 Cinema https://realspace3daudio.com/downloa...ce-360-cinema/
ZYLIA Ambisonics Converter http://www.zylia.co/zylia-ambisonics-converter.html
Old 16th July 2019
  #2
Gear Maniac
 
Calagan's Avatar
 

Hi Kewl

I found your post today, and I was thinking you could be in the VR/ambisonic business and know better than me all theses tools.

Could you comment a bit your list of tools, in particular regarding FB 360 workstation ?

I need to mix the audio of a 360°/VR movie that is supposed to be played essentially on Samsung Gear VR.

I'm using Reaper and the FB360 workstation at the moment (because it's free, essentially), and I'm minding if it exists an alternative with better sound quality and direct export format to Samsung Gear VR, even if it's not free.

As the movie director told me, the best option with this setup seems to export a 5.1 file from Reaper, and then to encode this for the Samsung Gear VR - but it seems it could be better audio quality using 8 channels audio, for exemple with a Mach 1 output format - the only problem is that I don't have any clue about how to do this).

Actually, I don't find the 5.1/FB360 workstation audio output very convincing. I can hear the crossfade between "speakers" and the localization is just decent but not great.

Do you have some recommendations ?
Is something like the DearVr Pro from Plugin Alliance any better than FB workstation ?
Old 17th July 2019
  #3
Gear Addict
 

DearVR Pro is different, perhaps better in some respects than the FB 360SW, but that's not really your main problem. In my experience, the SamsungVR platform has *terrible* ambisonic decoding compared to Oculus / FB / YouTube / etc. - it's really the worst with some nasty artifacts unless they've made major improvements recently. Also, 5.1 is never going to sound very good on this. I'd rather use quad binaural with decoding from Blue Ripple's headphone decoder rather than use SamsungVR in ambiX or 5.1 - it's that bad....

Here's what I do to get the best results possible: first mix in 3rd order from the start. If you have 1st order recordings from on set, then you can up-sample those to 3rd order with Blue Ripple's Harpex (paid) or new, free plugin in the aalto SPARTA / Compass pack. Then add any sound design in 3rd order as well, staying with the fb360sw all the way through in Reaper. When you're done mixing, export the 16 channel 3rd order wav file at fully quality. This is your master audio, and any platform specific formatting can be done on your 3rd order master. I haven't delivered to Samsung VR in a while, as we're using Visbit for streaming, or the "experimental mkv" output from the Facebook 360 encoder to have 2nd order audio with 4k4k 3D video on the Oculus Go, which is pretty much the best consumer experience right now.

All that being said, I think you're right that the Mach 1 format will give you the highest quality on SamsungVR and should be a huge improvement over 5.1 or ambiX on their platform. I don't know how to convert the o3a master, but if you search for Professor Angelo Farina, or join the Fb360sw group on Facebook, you can find him, as he's one of the main developers of Mach 1. I believe he or his son has some kind of tool to make the Mach 1 file. If you can't sort that out, I'd seriously try quad binaural as well (using blue Ripple's paid binaural decoder, or maybe the free one from IEM) and compare that to the other Samsung options. Good luck!
Old 17th July 2019
  #4
Gear Maniac
 
Calagan's Avatar
 

Thanks a lot Ryan for this detailed answer...

So it seems that the main problem is the Samsung VR decoder and not the FB360 workstation. Too bad for me.

I'll check all your advices, and see what I can do : before entering the deep mixing stage, I'll experiment some outputs and choose what works best.

I took a look on the Sparta suite, and it seems it brings stuff I didn't see elswhere ("frequency-dependent spherical harmonic domain dynamic range compressor" - wow !). But it looks very very very complex !

I'll try to find Angelo Farina on FB and get more infos on Mach 1. Their internet site doesn't work for me and I can't find a lot of info about that format on the net.

I'll let you know, on this thread, what I found.

By the way, do you have any recommendation of a very good audio mix in VR 360 (on a platform I can use : FB, youtube, Samsung) ?
For the moment, I couldn't find any great reference.
Old 4 weeks ago
  #5
Gear Maniac
 
Calagan's Avatar
 

ok, So I could catch Angelo Farina on FB and he is the kindest guy on earth : he gave me tons of very valuable infos regarding the Mach 1 format.

So it seems the FB 360 Work Station is not the problem : if I want the best quality output, I just need to encode the Reaper+FB360 output (that should be in a B-Format Ambi X 3d order) into an 8 channel format specific to Mach 1 and easily readable by any Samsung gear.

It looks like IEM decoder or Sparta AmbiDEC are able to do that (for free), but it doesn't exists any preset to convert a 16 channel B-Format Ambi X into an 8 channel Mach 1 format.
It's possible to find some valuable (and hardcore) informations on the net :
http://dev.mach1.xyz/#orientation-euler
http://www.angelofarina.it/SPS-conversion.htm

But actually I don't know (at all) how to translate all this info into a valuable encoding preset.
Is it possible to just set the azimut and elevation of each channel and that's it ? It seems too simple...
or is it much more complicated ?

Any insight ?
Old 4 weeks ago
  #6
Gear Addict
 

I wish I had time today to test this out and help you, but I'm slammed with work. Looking over a post from Angelo, here's what I would try. Export your mix as a 3rd order 16 channel wav. Start a new session with a 16 channel track, import your master audio. Insert the IEM Allrad Decoder, create your 8 loudspeakers at the right azimuth and elevation for Mach 1 (as listed on the table on his site - http://www.angelofarina.it/SPS-conversion.htm ) - then save that 8 channel file. This is the audio you'll join to your video, then load in SamsungVR.
Old 4 weeks ago
  #7
Gear Maniac
 
Calagan's Avatar
 

Hi

Thanks a lot for your answer.

Don't worry and don't loos too much time, I just learned that we need to give another version next month for a festival, but for this version we can't provide a mach 1 version, so there is no hurry, I will have time to experiment.

I'll try what you propose, and see if it works...

I'll come back to this thread with what works for me ok as soon as possible...
For sure it can serve someone else...
Old 4 weeks ago
  #8
Gear Maniac
 
Calagan's Avatar
 

By the way, I discovered that mach 1 format doesn't have stereo head-locked option - something quite essential for exemple if you add music or non diegetic audio...

So the usual .tbe format should be - to my knowledge - the best option for the moment...
Old 4 weeks ago
  #9
Gear Addict
 

Actually, there are ways of encoding head-locked audio into an ambisonic stream, but it's not the same as headlocked with stereo content. For mono content like VO, you can make it essentially head-locked, non-spatialized by only sending the VO to the W channel of an ambisonic bus. It will come out of each virtual speaker equally, so it won't rotate as your head does. For music, it's a bit wonkier, as stereo doesn't play with ambisonics as easily as mono does. But I've done pieces that have stereo audio panned into an ambisonic field if I know someone will be looking straight ahead (i.e. on intro titles, etc.), ambisonic music stems panned all around in 360, and locked audio that I've treated as mono music, again sending it only to the W channel of an ambisonic bus. There are still platforms that do not support head-locked stereo plus spatial audio (I'm not sure SamsungVR has support for this kind of thing), so workarounds are necessary.
Old 3 days ago
  #10
Gear Maniac
 
Calagan's Avatar
 

Thanks a lot for all your useful informations...

Actually, the mix is almost finished and the process was the following :

- Mixing in Reaper with FB 360 Workstation all in 3d order (16 channels per track, master output in 16 channels).

- Exporting the ambisonic mix in 2nd order (9 channel) + exporting an headlocked stereo file for all the non-diegetic sounds.

- Encoding this master (9ch track + stereo track) with the "FB 360 workstation Encoder" in the desired format for sideloading and/or exporting.

Actually, we noted an audible loss in quality comparing the Reaper master audio and the audio while using Samsung Gear VR.
We tested different options, and the direct sideload from this master to Samsung phone was done via the FB WS encoder set to FB 360 Matroska, which seems to output the highest quality file for sideloading to Samsung Gear VR).
We were using the Oculus player in the Samsung glasses (better quality than Samsung player)...

What we noted is that everything is softer and loosing definition when played trough the glasses compared to the Reaper mix.
It's not terribly worst, but it's quite noticeable...

I guess it's normal as you said in a previous post Samsung platform had a terrible decoding algorithm (that add to the inferior quality output a phone as compared to a proper audio interface) but maybe there is some tricks to know to improve the quality.

Maybe exporting in 16 channels and downgrade to 9 channels from the encoder ? (I will try that today)
Or exporting from Reaper in 2nd order but using the converter plugin (actually, I just noticed we were exporting in 9 channels from a 16 channel mix, just leaving the 7 channels in the void : quite hardcore and I guess it's a fault from our part).
Or any other trick that I should know ?

For exemple, I couldn't find any useful information regarding the cross order gain.
And I couldn't find any info or setting option regarding the compression of the WAV files by the FB360 workstation.
Old 3 days ago
  #11
Gear Addict
 

Part of what you're hearing is the difference between 24 bit 48k WAV in full 3rd Order while you monitor in Reaper vs. AAC encoded first or second order in the headset, plus whatever differences you have in DAC and headphone pre-amps on your mixing rig vs the headset. All in all, that's a lot of difference and there isn't much you can do about it. I would still suggest making a 3rd order master from your DAW, but I don't know how much of a difference that will make in practice. The only way to hear it as it is in your DAW would be with the modified Vive Cinema playing back full 3rd order WAV on an HTC Vive, using your interface as the audio output. If you really want to do more digging, you could look into custom AAC encoding from Fraunhofer, but you have to build a version of FFMPEG on your own to use that particular codec - it does sound better than normal AAC encoding to me though.
Old 2 days ago
  #12
Gear Maniac
 
Calagan's Avatar
 

Yes, you're right, I can't expect to reduce completly the difference between the file played in full 3d order on my audio interface (a clarett by the way - it sounds truly great) and the same sound encoded in aac, downgraded to 2nd order and played by Oculus video player on my Samsung phone.

Specially that i'm using Beyer DT770 (250 ohm) headphones for mixing and checking with the glasses, and these headphones are quite demanding (not exactly fitted to use with a phone or an mp3 player), so it may accentuate the difference when played from the phone... I need to find more standard cheaper headphones (with lower impedance) to check the mix...

I was just worrying about something I could miss in the different steps from 3d order master to 2nd order sideload to the glasses, but I guess this is the quality I can expect from the platform (hardware+software player) I use.

I will investigate further the aac encoding. Maybe I can improve the output.

Just one more question : do you think that if we feed the FB 360 workstation encoder with a 24 bit master (output from Reaper) it will improve the aac encoding ?
We didn't notice any difference between outputing 16 bits and 24 bits audio master from Reaper (actually the 24 bits sounded worst, but we compared different stages of the mix so I need to test it again). And there is absolutely no info in the workstation manual about the audio encoding settings (48 kHz seems to be the only recomended input setting, and you can't set the outputed aac bitrate).

Anyway, thanks a lot for your insight.
I just need to test things and find out the best options...
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