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Holographic Sound?


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Guest Anthony Clark

holograph(2)=1. to make use of holography. 2. HOLOGRAM

 

hologram=a three-dimensional image of and object produced by recording on a photoraphic plate or film the patterns of interference formed by a split laser beam and then illuminating the pattern with usu. coherent light

 

 

If you are talking about creating a three-dimensional soundscape, then here are some things to expirament with using stereo:

 

1) balance (channel volume)--closer sound sources are louder, far sound sources are fainter.

 

2) pan (panorama)--give each instrument its own place in the stereo field to give the impression of direction. Your primary rhythm components, such as the kick, snare, hi-hats, and bass line should be pretty close to the center for dance music. Picture only half of the dance floor hearing the kick--not good. Avoid using hard right and hard left for everything or you will weaken the effect. The channel pan does not have to stay the same. Try evolving changes to volume and pan at the same to create a perception of sound source movement.

 

3) dimension--dimension is achieved through the use of reverb and echo(delay is used somewhat inappropriately for echo). These give the impression of depth. Reverb is a delay that is less than 100ms. The mind perceives the reverb as the event. An echo is accomplished with a delay greater than 100ms; 250ms for a really distinct echo. The mind perceives an echo as a seperate event. Try to give each channel a different reverb. Echoes in dance music are usually tempo based. You can use multiple delays with different volumes on the same channel. Use different equalization on each delay. Try shifting the pitch of a delay slightly up or down.

 

3) frequency (equalization / EQ)--if you want the delay to blend in thin out the higher frequencies. To make the delay stand out thin out the lower frequencies. Equalization is also used to make instruments stand out by lessening instrument fighting--when two or more instruments want to share the same frequency range.

 

You can do similar things with surround sound.

 

 

Hope this helps.

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Hehe, nice advices...

Listen. there is a soft called 3dAudio. You select a wave sample, place it within virtual room (you can even create a simple path), and it produces quite nice and realistic 3d effect. There are more option, like speaker cone depth, width, etc. so this soft can prepare the 3d effect specially for the speaker system you've got (anyway the headphones work the best).

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Hehe, nice advices...

Listen. there is a soft called 3dAudio. You select a wave sample, place it within virtual room (you can even create a simple path), and it produces quite nice and realistic 3d effect. There are more option, like speaker cone depth, width, etc. so this soft can prepare the 3d effect specially for the speaker system you've got (anyway the headphones work the best).

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Guest Andreas of Amygdala

Another cool effect is to phase-delay either the right or the left channel. Done right, you can actually make the sounds sound as if they come from outside the speaker area - even from your behind, or if (if!!) you're lucky (or VERY patient), you can create an up-down effect - headphones only :)

 

.oO Andreas Oo.

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Guest Andreas of Amygdala

Another cool effect is to phase-delay either the right or the left channel. Done right, you can actually make the sounds sound as if they come from outside the speaker area - even from your behind, or if (if!!) you're lucky (or VERY patient), you can create an up-down effect - headphones only :)

 

.oO Andreas Oo.

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Guest Andreas of Amygdala

Phase-shifting i sdefinetly the way to go - some *really* tight bandreject filtering (or eq'ing on a narrow band) could maybe help. I have no idea for facts and figures, but have an album by Vince Clarke (from Erasure) and Martyn Ware, where it actually works... - I read in an interview once, that the phase-shifting did the job. They had these weird algorithms (that they probably wrote themselves....) to position sound in a 360 degrees sphere, og on an vertical axis.

 

I seem to remember that Qsound (distributed with the oooooold soundblaster AWE32) could do the positioning outside the speakers, but no up-down - haven't heard about Qsound for a couple of years, so it probably didn't work that well.

 

Anyway, these things only seem to work, when you standing in the exact sweet-spot of the speakers, or wearing headphones, so it's use is definetly limited. But try to check out Vince Clarke's doings - he and this Martyn Ware guy published a CD called "Pretentious" some years ago... Weird music, but some really odd effects in terms of panning and so on.

 

As a last note, sparking a spliff really helps the experience :)

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