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Ambisonic Sound Design for Theatre with Virtual Reality Demonstration - A Case Study

8 pagesPublished: January 24, 2019

Abstract

This paper discusses ambisonic sound design for a theatrical production of King Lear. Sound, and its use in theatre, has taken a back-seat in comparison to the development of other theatre technologies such as lighting, projection and automation in recent years. Spatial audio implementations in theatre give the sound designer and the artistic team much greater scope for creativity, along with improvements in source separation and intelligibility of sources due to spatial unmasking. A 360 degree video was also recorded, with first and third order ambisonic binaural reproductions of the sound design stitched on to the video to create a virtual reality experience. The project was successful, whilst highlighting some practical and perceptual limitations in spatial audio for theatre.

Keyphrases: Ambisonics, sound design, Theatre

In: Philipp Kessling and Thomas Görne (editors). KLG 2017. klingt gut! 2017 – international Symposium on Sound, vol 1, pages 60--67

Links:
BibTeX entry
@inproceedings{KLG2017:Ambisonic_Sound_Design_for,
  author    = {Alexander Vilkaitis and Bruce Wiggins},
  title     = {Ambisonic Sound Design for Theatre with Virtual Reality Demonstration - A Case Study},
  booktitle = {KLG 2017. klingt gut! 2017 -- international Symposium on Sound},
  editor    = {Philipp Kessling and Thomas G\textbackslash{}"orne},
  series    = {EPiC Series in Technology},
  volume    = {1},
  pages     = {60--67},
  year      = {2019},
  publisher = {EasyChair},
  bibsource = {EasyChair, https://easychair.org},
  issn      = {2516-2322},
  url       = {https://easychair.org/publications/paper/39jj},
  doi       = {10.29007/r6r4}}
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