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THE "MINOTAUR 3D-ARRAY", invented by sound-engineers Iker OLABE and Florian LAGATTA, was named after the Greek mythological figure and used for the first time on the occasion of the recording of Thomas Bangalter´s (Daft Punk) classical composition for Bordeaux National Symphony Orchestra.
Erato / Warner international.
Immersive audio recording refers to capturing and reproducing sound in a way that recreates a three-dimensional audio environment, providing a sense of depth, space, and realism to the listener. It aims to replicate the way humans perceive sound in the real world, enhancing the overall audio experience.
There are different techniques and technologies used for immersive audio recording, including binaural recording, Ambisonics, and object-based audio. These methods use an array of microphones or specialized recording setups to capture sound from multiple directions and angles, allowing for a more immersive and spatial representation of the audio scene. As a sound engineer and researcher I develop my own techniques in this field.
Binaural recording involves using a dummy head with microphones placed in the ear canals to simulate the way sound is received by human ears. This technique creates a convincing sense of 3D audio when listened to through headphones, as the recorded sound is accurately perceived in terms of direction and distance.
Ambisonics is a technique that uses a spherical microphone array to capture sound from all directions, including the vertical axis. The recorded audio is then encoded into a format that can be decoded and reproduced in various speaker configurations, such as surround sound or even higher-order speaker arrays. Ambisonics provides a flexible and scalable solution for immersive audio production.
Object-based audio takes a different approach by capturing individual audio elements as separate objects. These objects can then be positioned and manipulated in a virtual sound field during post-production or playback, allowing for personalized and dynamic audio experiences. Object-based audio is commonly used in virtual reality (VR) and augmented reality (AR) applications, where sound sources can be precisely located and tracked within a virtual environment.
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