Atjaunināt sīkdatņu piekrišanu

E-grāmata: Immersive Sound Production: A Practical Guide [Taylor & Francis e-book]

  • Formāts: 216 pages, 85 Halftones, black and white; 85 Illustrations, black and white
  • Izdošanas datums: 27-Jun-2022
  • Izdevniecība: CRC Press
  • ISBN-13: 9781003052876
  • Taylor & Francis e-book
  • Cena: 155,64 €*
  • * this price gives unlimited concurrent access for unlimited time
  • Standarta cena: 222,34 €
  • Ietaupiet 30%
  • Formāts: 216 pages, 85 Halftones, black and white; 85 Illustrations, black and white
  • Izdošanas datums: 27-Jun-2022
  • Izdevniecība: CRC Press
  • ISBN-13: 9781003052876
Immersive Sound Production is a handbook for the successful implementation of immersive sound for live sports and entertainment.

This book presents thorough explanations of production practices and possibilities and takes the reader through the essentials of immersive sound capture and creation with real world examples of microphones, mixing and mastering practices. Additionally, this book examines the technology that makes immersive sound possible for the audio mixer, sound designer and content producer to craft a compelling soundscape.

This book serves as a guide for all audio professionals, from aspiring audio mixers to sound designers and content producers, as well as students in the areas of sound engineering, TV and broadcast and film.
List of Figures
xii
List of Contributors
xv
Preface xvii
1 Guide to Future Entertainment Production and Next Generation Audio for Live Sports
1(8)
Where Did We Come From?
1(4)
Crafting the Consumer Experience: Immersive Sound Production
5(1)
Future Entertainment
6(3)
2 Enhanced Entertainment Experiences: Sound Design for Sports
9(20)
Sonic Intensity vs. Sonic Intimacy
9(3)
What Is Immersive Sound for Live Sports and Media Production?
12(1)
Sound Expectations -- Replicate or Recreate
12(1)
Where Do You Start?
13(1)
The Big Picture
14(1)
Spatializing Sound Elements I'Objects
15(1)
Believability: Authenticity vs. Entertainment
15(1)
Point-of-View (POV)
15(2)
Sound Design: Localization
17(1)
Capture or Create? Audio Production for Live Sports and Entertainment
17(1)
Production Philosophy: Atmospheric Enhancement
18(1)
Effects Production
19(1)
Spatializer Tools
20(1)
Distance
20(1)
Music
20(1)
L-C-R: Left-Center-Right
20(1)
Sweet Spot
20(1)
Advance Sound Design Practices usingTriggered Sound Effect and Samplers
21(2)
Entertainment vs. Documentation
23(1)
Artificial Intelligence (AI) in Audio
24(1)
Front Soundfield Reinforcement (FSR)
24(2)
Implementing V-Factor and Point of View
26(1)
Soundbar Reproduction
26(1)
Practical Applications
26(1)
Sports with Exaggerated Horizontal and Vertical Movement
26(1)
Basketball
27(2)
3 Mixing and Spatializing Future Generation Audio Content
29(17)
Advance Audio Production Techniques/Practices (AAPTP)
29(1)
Precise Localization: Perceived Localization
30(1)
The Mixing Surface (Platform): Real or Virtual
30(1)
Where Do We Start?
30(2)
Live Immersive Sound Production
32(1)
Solid State Logic
33(3)
Calrec/DiGiCo
36(2)
foystick Panning
38(1)
Downmixes
39(1)
Lawo
40(1)
KICK
41(1)
Artificial Intelligence in Audio: Are We There Yet? AI or Al?
42(1)
Spatial Automated Live Sports Audio (SALSA)
43(3)
4 Immersive Sound Production Using Ambisonics and Advance Audio Practices
46(21)
Spatialization with Ambisonics Production Methods
46(1)
What is Ambisonics?
46(1)
How Does It Work?
47(2)
What is Scene-Based Audio?
49(1)
How Does Ambisonics Operate?
49(2)
Capture or Create?
51(1)
High Order Ambisonics: HO A in Post-Production
51(2)
High Order Ambisonics (HOA) - Live
53(1)
Spatialization: Advance Audio Production Techniques and Practices (AAPTP)
54(1)
Where Did All This Come From?
54(1)
Limits of perception
55(1)
Principles of Psychoacoustics
56(1)
The Haas Effect/The Precedence Effect
56(1)
Phantom Imaging -- Virtual Sources -- Phantom Sources
57(1)
Psychoacoustic Masking
57(1)
The Missing Fundamental Frequency
57(1)
Applied Psychoacoustic: Creating Production Tools
57(1)
Advanced Spatial Enhancement
58(1)
The Secret Sauce: Plug-Ins and Other Black Boxes
58(1)
DSpatial
58(4)
Sound Particles
62(1)
Other Plug-Ins
63(1)
Outside the Box: Black Box Processing
64(3)
5 The Art and Science of Microphones and Other Transducers
67(29)
Capturing the Naked Sound: Some Basics
68(2)
More than Mono
70(1)
Microphone Innovation
70(1)
First Degree of Separation: Basic Microphone Capture
71(1)
The Boundary Effect
71(2)
Selection Criteria
73(1)
Materials
73(1)
Contact Microphone
73(1)
Dimensional Capture: 2D/Stereo /Binaural
74(1)
Binaural Recording
75(1)
3D Microphones
75(1)
Variable Spaced Arrays vs. Fixed Spaced Arrays
76(2)
ORTF-3DArray
78(1)
Inverted Equal Segment Microphone Array
79(2)
Sidebar: Sports Sound Design
81(1)
Arrays, Tree and Ambisonics Microphones
81(2)
Live Workflow
83(7)
Benefits of Higher Order Ambisonics (HOA)
90(1)
Beam Forming
90(1)
Sound Design for Immersive Sound
91(1)
Variable Spaced Pairs
92(1)
Synchronization
93(1)
Sound Capture: Additional Topics
93(2)
Colors
95(1)
Wind and Rain Protection
95(1)
6 Metering: The Art and Science of Seeing Sound
96(15)
Mike Kahsnitz
How Did We Get Here?
96(1)
How Does a Meter Work?
97(1)
Measuring Real-Time Events
98(1)
Loudness
98(1)
Dialog and Music
99(1)
Next Gen Audio Metering
99(1)
Compliance Metering
100(2)
Advanced Immersive Sound Metering
102(1)
The Components of the Immersive Sound Analyzer (ISA)
103(2)
The Vector Scope
105(2)
Designing the Immersive Display Touch Monitor Screen-Layout Editor
107(2)
Post-Production
109(2)
7 Monitoring: The Art and Science of Hearing Sound
111(12)
The Sound of Sports and Entertainment
111(2)
Listening to Your Mixes
113(1)
Real vs. Virtual Speaker Configuration
113(1)
Monitoring and Hearing
114(1)
How Is the Consumer Listening to Your Mixes?
114(2)
How Does the Audio Practitioner Listen to Their Mix?
116(2)
Production Control Room
118(1)
Speakers
118(1)
Bass Management: An Overview
119(1)
Spatial Sound Reproduction System
120(3)
8 Mastering and Distributing Immersive Sound
123(18)
James M. Defilippis
How Did We Get Here?
123(1)
Future Ready Entertainment: Next Generation Audio (NGA)
124(2)
Dolby Atmos
126(1)
MPEG-H
127(2)
Production and Distribution
129(1)
Cinematic Production vs. Live
130(1)
MPEG-H 3D
130(1)
Dynamic Objects
131(1)
Different Viewing Platforms
132(1)
The New Paradigm: Rendering
132(2)
Ambisonics
134(1)
Live Emissions
134(1)
JungerAudio
134(4)
Auro3D
138(1)
DTS-X
139(2)
9 Convergence the Experiences
141(9)
The Convergence of Old Reality: Broadcasting and New Reality, MindCasting, Direct Sensory Shaping
143(1)
The New Realities
143(1)
Live and Streaming Sports. The Convergence of Old Reality, Broadcasting and New Realities, 360 Video and NGA Next Generation Audio
144(1)
What is New Realities Sound Design? Capture, Create or Both?
145(1)
4D: Haptic
146(1)
Motion Control and Gesture Control
147(1)
360 Audio Production and Reproduction for Streaming on Non-Professional Devices
147(1)
Next Gen Entertainment: Beyond Viewing
148(1)
Future Proof: Feature Proof
148(2)
10 Case Studies: Sports
150(64)
Immersive Sound for Aquatics and Diving
150(3)
Immersive Sound for Archery
153(1)
Immersive Sound for Athletics: Shotput, Hammer, Javelin, Long Jump, High Jump and Pole Vaults
154(4)
Immersive Sound for Baseball
158(1)
Immersive Sound for Basketball
159(4)
Immersive Sound for Boxing
163(2)
Immersive Sound for Cycling: Road Cycling, Velodrome, Mountain Biking, BMX
165(2)
Immersive Sound for Formula E: VR and 4th Order Ambisonics Sound
167(1)
Immersive Sound for Equestrian Arena, Dressage and Jumping
168(2)
Immersive Sound for Equestrian Cross Country and Golf
170(1)
Immersive Sound for Extreme Summer Sports: Skateboarding and BMX -- Big Air, Vertical Jumps, Pipe and More
171(3)
Immersive Sound for Field Sports: Football, American Football, College Football and Field Hockey
174(2)
Immersive Sound for Notre Dame College (NBC) Football
176(1)
Immersive Sound for European Football: BT Sports
177(2)
Immersive Sound for Gymnastics
179(3)
Immersive Sound for Handball
182(1)
Immersive Sound for Indoor Ice Sports: Figure Skating, Hockey, Speed Skating and Curling
183(3)
Immersive Sound for Figure Skating: 180-degree VR Camera Production
186(1)
Immersive Sound for the National Hot Rod Association (NHRA)
187(2)
Immersive Sound for Squash and Racketball
189(1)
Immersive Sound for Tennis and Table Tennis
190(4)
Immersive Sound for Volleyball and Beach Volleyball
194(2)
Immersive Sound for Outdoor Winter Sports: Downhill Skiing, Cross Country and Biathlon Skiing
196(2)
Immersive Sound for Outdoor Winter Sports: Sledding and XTreme New Sports --
Pipe, Cross and Acrobats
198(5)
Immersive Sound for Free Style Skiing, Snowboard and Ski Cross
203(1)
Immersive Sound for Wrestling
203(1)
The Host Broadcaster: The Challenges of Producing Immersive Sound for Sports from Large-scale International Events such as The Olympics and World Cup
204(6)
Immersive Sound for Sports: NHK-A Summary of Immersive Sound Development
210
Index 214
Dennis Baxters over 37 years of progressive sound design includes 11 Olympic Games and hundreds of sporting events and has earned him a reputation as a globally recognized sound designer, netting him six Emmy® Awards along the way. He was an early adopter of surround sound for live events and ushered in 5.1 surround at every sport and venue at the 2008 Beijing Olympic Games. He has spent almost a decade preparing for immersive sound production.

Dennis is the author of A Practical Guide to Television Sound Engineering (Focal Press 2007), published in both English and Chinese. He also authors columns and articles for professional publications, and is a regular speaker to professional television industry groups. As an author and an educator, his mission has been to define and teach the core competencies necessary to be successful in broadcasting.