+ Immersive audio is speaker-independent, meaning the same mix can easily be adapted for playback on different types of sound systems. Instead of requiring separate mixes for stereo, 5.1, 7.1, and so on, the same immersive audio content can be played on a cinema sound system, a network of smart speakers, or a regular pair of headphones—with maximum spatial information preserved.
+ Immersive audio goes above and beyond surround sound—quite literally, in fact. Even in the fanciest 9.1-channel systems, traditional surround sound is limited to a horizontal plane around the listener, making it effectively two-dimensional, a circle to immersive audio's sphere.
+ For the average musician, on the other hand, 360° music videos are the most obvious application. With 360° cameras and ambisonic microphones becoming more affordable, artists now have the tools to bring listeners into their performances like never before—whether it's a street performance, a live gig, or a full-on studio production.
+ You don't need an expensive and complicated multi-channel speaker system to get the full effect. Any immersive mix can be experienced in headphones as long as it is "decoded" binaurally. Binaural decoding replicates the unique way that our two ears recognize spatial information, allowing a full 360° experience with any old pair of headphones (use a nice, open-back model for best results).
Ein paar interessante Punkte, die dieses neue 3D Audio System beschreiben.
Ich denke, dass diese Technik sich gut in eigentlich alle Audioproduktionen einsetzen ließe, von Hörspielen über Audio Guides mit Atmogeräuschen im Hintergrund, bis hin zu bewegten Synthflächen oder 360 Grad Drums/Percussions, auch wandernde Sequenzersynths in der Musikproduktion, vielleicht gar in zukünftigen Songmischungen? Post Pro/Bildvertonungen sowieso. Potential gäbe es an allen Ecken gewiss, könnte ich mir vorstellen. Ich werd mir das jedenfalls defintiv beizeiten mal genauer anschauen.