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xii | |
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xv | |
Preface |
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xvii | |
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1 Guide to Future Entertainment Production and Next Generation Audio for Live Sports |
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1 | (8) |
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1 | (4) |
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Crafting the Consumer Experience: Immersive Sound Production |
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5 | (1) |
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6 | (3) |
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2 Enhanced Entertainment Experiences: Sound Design for Sports |
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9 | (20) |
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Sonic Intensity vs. Sonic Intimacy |
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9 | (3) |
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What Is Immersive Sound for Live Sports and Media Production? |
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12 | (1) |
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Sound Expectations -- Replicate or Recreate |
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12 | (1) |
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13 | (1) |
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14 | (1) |
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Spatializing Sound Elements I'Objects |
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15 | (1) |
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Believability: Authenticity vs. Entertainment |
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15 | (1) |
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15 | (2) |
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Sound Design: Localization |
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17 | (1) |
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Capture or Create? Audio Production for Live Sports and Entertainment |
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17 | (1) |
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Production Philosophy: Atmospheric Enhancement |
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18 | (1) |
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19 | (1) |
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20 | (1) |
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20 | (1) |
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20 | (1) |
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20 | (1) |
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20 | (1) |
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Advance Sound Design Practices usingTriggered Sound Effect and Samplers |
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21 | (2) |
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Entertainment vs. Documentation |
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23 | (1) |
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Artificial Intelligence (AI) in Audio |
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24 | (1) |
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Front Soundfield Reinforcement (FSR) |
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24 | (2) |
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Implementing V-Factor and Point of View |
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26 | (1) |
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26 | (1) |
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26 | (1) |
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Sports with Exaggerated Horizontal and Vertical Movement |
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26 | (1) |
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27 | (2) |
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3 Mixing and Spatializing Future Generation Audio Content |
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29 | (17) |
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Advance Audio Production Techniques/Practices (AAPTP) |
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29 | (1) |
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Precise Localization: Perceived Localization |
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30 | (1) |
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The Mixing Surface (Platform): Real or Virtual |
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30 | (1) |
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30 | (2) |
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Live Immersive Sound Production |
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32 | (1) |
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33 | (3) |
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36 | (2) |
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38 | (1) |
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39 | (1) |
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40 | (1) |
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41 | (1) |
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Artificial Intelligence in Audio: Are We There Yet? AI or Al? |
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42 | (1) |
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Spatial Automated Live Sports Audio (SALSA) |
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43 | (3) |
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4 Immersive Sound Production Using Ambisonics and Advance Audio Practices |
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46 | (21) |
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Spatialization with Ambisonics Production Methods |
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46 | (1) |
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46 | (1) |
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47 | (2) |
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What is Scene-Based Audio? |
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49 | (1) |
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How Does Ambisonics Operate? |
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49 | (2) |
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51 | (1) |
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High Order Ambisonics: HO A in Post-Production |
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51 | (2) |
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High Order Ambisonics (HOA) - Live |
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53 | (1) |
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Spatialization: Advance Audio Production Techniques and Practices (AAPTP) |
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54 | (1) |
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Where Did All This Come From? |
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54 | (1) |
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55 | (1) |
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Principles of Psychoacoustics |
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56 | (1) |
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The Haas Effect/The Precedence Effect |
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56 | (1) |
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Phantom Imaging -- Virtual Sources -- Phantom Sources |
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57 | (1) |
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57 | (1) |
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The Missing Fundamental Frequency |
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57 | (1) |
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Applied Psychoacoustic: Creating Production Tools |
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57 | (1) |
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Advanced Spatial Enhancement |
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58 | (1) |
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The Secret Sauce: Plug-Ins and Other Black Boxes |
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58 | (1) |
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58 | (4) |
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62 | (1) |
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63 | (1) |
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Outside the Box: Black Box Processing |
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64 | (3) |
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5 The Art and Science of Microphones and Other Transducers |
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67 | (29) |
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Capturing the Naked Sound: Some Basics |
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68 | (2) |
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70 | (1) |
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70 | (1) |
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First Degree of Separation: Basic Microphone Capture |
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71 | (1) |
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71 | (2) |
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73 | (1) |
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73 | (1) |
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73 | (1) |
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Dimensional Capture: 2D/Stereo /Binaural |
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74 | (1) |
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75 | (1) |
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75 | (1) |
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Variable Spaced Arrays vs. Fixed Spaced Arrays |
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76 | (2) |
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78 | (1) |
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Inverted Equal Segment Microphone Array |
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79 | (2) |
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Sidebar: Sports Sound Design |
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81 | (1) |
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Arrays, Tree and Ambisonics Microphones |
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81 | (2) |
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83 | (7) |
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Benefits of Higher Order Ambisonics (HOA) |
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90 | (1) |
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90 | (1) |
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Sound Design for Immersive Sound |
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91 | (1) |
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92 | (1) |
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93 | (1) |
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Sound Capture: Additional Topics |
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93 | (2) |
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95 | (1) |
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95 | (1) |
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6 Metering: The Art and Science of Seeing Sound |
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96 | (15) |
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96 | (1) |
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97 | (1) |
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Measuring Real-Time Events |
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98 | (1) |
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98 | (1) |
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99 | (1) |
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99 | (1) |
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100 | (2) |
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Advanced Immersive Sound Metering |
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102 | (1) |
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The Components of the Immersive Sound Analyzer (ISA) |
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103 | (2) |
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105 | (2) |
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Designing the Immersive Display Touch Monitor Screen-Layout Editor |
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107 | (2) |
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109 | (2) |
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7 Monitoring: The Art and Science of Hearing Sound |
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111 | (12) |
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The Sound of Sports and Entertainment |
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111 | (2) |
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113 | (1) |
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Real vs. Virtual Speaker Configuration |
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113 | (1) |
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114 | (1) |
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How Is the Consumer Listening to Your Mixes? |
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114 | (2) |
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How Does the Audio Practitioner Listen to Their Mix? |
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116 | (2) |
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118 | (1) |
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118 | (1) |
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Bass Management: An Overview |
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119 | (1) |
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Spatial Sound Reproduction System |
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120 | (3) |
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8 Mastering and Distributing Immersive Sound |
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123 | (18) |
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123 | (1) |
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Future Ready Entertainment: Next Generation Audio (NGA) |
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124 | (2) |
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126 | (1) |
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127 | (2) |
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Production and Distribution |
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129 | (1) |
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Cinematic Production vs. Live |
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130 | (1) |
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130 | (1) |
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131 | (1) |
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Different Viewing Platforms |
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132 | (1) |
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The New Paradigm: Rendering |
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132 | (2) |
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134 | (1) |
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134 | (1) |
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134 | (4) |
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138 | (1) |
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139 | (2) |
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9 Convergence the Experiences |
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141 | (9) |
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The Convergence of Old Reality: Broadcasting and New Reality, MindCasting, Direct Sensory Shaping |
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143 | (1) |
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143 | (1) |
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Live and Streaming Sports. The Convergence of Old Reality, Broadcasting and New Realities, 360 Video and NGA Next Generation Audio |
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144 | (1) |
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What is New Realities Sound Design? Capture, Create or Both? |
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145 | (1) |
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146 | (1) |
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Motion Control and Gesture Control |
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147 | (1) |
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360 Audio Production and Reproduction for Streaming on Non-Professional Devices |
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147 | (1) |
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Next Gen Entertainment: Beyond Viewing |
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148 | (1) |
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Future Proof: Feature Proof |
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148 | (2) |
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150 | (64) |
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Immersive Sound for Aquatics and Diving |
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150 | (3) |
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Immersive Sound for Archery |
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153 | (1) |
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Immersive Sound for Athletics: Shotput, Hammer, Javelin, Long Jump, High Jump and Pole Vaults |
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154 | (4) |
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Immersive Sound for Baseball |
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158 | (1) |
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Immersive Sound for Basketball |
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159 | (4) |
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Immersive Sound for Boxing |
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163 | (2) |
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Immersive Sound for Cycling: Road Cycling, Velodrome, Mountain Biking, BMX |
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165 | (2) |
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Immersive Sound for Formula E: VR and 4th Order Ambisonics Sound |
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167 | (1) |
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Immersive Sound for Equestrian Arena, Dressage and Jumping |
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168 | (2) |
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Immersive Sound for Equestrian Cross Country and Golf |
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170 | (1) |
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Immersive Sound for Extreme Summer Sports: Skateboarding and BMX -- Big Air, Vertical Jumps, Pipe and More |
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171 | (3) |
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Immersive Sound for Field Sports: Football, American Football, College Football and Field Hockey |
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174 | (2) |
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Immersive Sound for Notre Dame College (NBC) Football |
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176 | (1) |
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Immersive Sound for European Football: BT Sports |
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177 | (2) |
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Immersive Sound for Gymnastics |
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179 | (3) |
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Immersive Sound for Handball |
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182 | (1) |
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Immersive Sound for Indoor Ice Sports: Figure Skating, Hockey, Speed Skating and Curling |
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183 | (3) |
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Immersive Sound for Figure Skating: 180-degree VR Camera Production |
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186 | (1) |
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Immersive Sound for the National Hot Rod Association (NHRA) |
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187 | (2) |
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Immersive Sound for Squash and Racketball |
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189 | (1) |
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Immersive Sound for Tennis and Table Tennis |
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190 | (4) |
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Immersive Sound for Volleyball and Beach Volleyball |
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194 | (2) |
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Immersive Sound for Outdoor Winter Sports: Downhill Skiing, Cross Country and Biathlon Skiing |
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196 | (2) |
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Immersive Sound for Outdoor Winter Sports: Sledding and XTreme New Sports -- |
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198 | (5) |
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Immersive Sound for Free Style Skiing, Snowboard and Ski Cross |
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203 | (1) |
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Immersive Sound for Wrestling |
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203 | (1) |
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The Host Broadcaster: The Challenges of Producing Immersive Sound for Sports from Large-scale International Events such as The Olympics and World Cup |
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204 | (6) |
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Immersive Sound for Sports: NHK-A Summary of Immersive Sound Development |
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210 | |
Index |
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214 | |