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Streaming First Order Ambisonics (FOA) with ZYLIA microphone for Mac

3/18/2020

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by Tomek Ciotucha
All concerts and gigs are canceled, and you are sitting at home and wondering what to do with your free time, how to show your creative work to the world, stream your concert from your apartment, or just play guitar for others? We have a solution for you! Take the ZYLIA microphone, connect it to your laptop and start streaming your home concert or solo session to the world.

#stayhome #stayathome #homerecording #stream #music #concert #twitch #ambisonics #FOA #streaming #facebook #youtube

JACKPilot

​Free software
To download the software use the link below:​
https://jackaudio.org/downloads/

And choose to download JACK2 binaries:
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After restarting your computer when the installation is finished, open the app JackPilot.
 
The “Preferences” window should show up when you open the app for the first time. If not, open it by clicking on the JackPilot/Preferences in the upper right corner.
 
In the Preferences window choose leave the “Built-in Microphone” and “Built-in Output” in the devices settings. Set the Sample Rate to 48000 and set the number of Virtual Input and Output channels to 4. Click Save.
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Then, press the “Start" button.
Now go to OBS and specify the amount of input channels to 4 and select the JackRouter as an input device (Mic/Auxillary Audio).
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 Click OK to save the settings. You might have to restart the OBS.
 
Then, open the Reaper project called “ZM-1 FOA Streaming via JackPilot.RPP”. If you haven’t connected your ZYLIA microphone array already, do it now. Go to preferences and select ZYLIA as an Input Device and JackRouter as an Output Device. You have to tick the box marked in the image below to allow use of different input and output devices.
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After choosing the right settings click OK. Now there should be some signal coming from the ZYLIA array.

Then head back to JackPilot. Now press the “Routing” button.
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“Connections Manager” window should appear.
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In the Connections Manager window click on the two triangles highlighted in the image below. The Send Ports/REAPER list shows the output channels from Reaper, and the Receive Ports/obs list shows the input channels in OBS. There should be 4 channels per each list. Remember, that first you have to choose JackRouter as an Input Device in OBS and as an Output Device in Reaper for the channels show up in the JackPilot’s Connections Manager window.
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Then, click on the “out1” item on the “Send Ports” list. ​
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With the “out1” item selected, double click on the “in1” item on the “Receive Ports” list. It should change the colour to red. This means, that output channel 1 from Reaper is routed to input 1 in OBS.
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Now do the same with the rest of the channels:​

Out1 -> in1
Out2 -> in2
Out3 -> in3
Out4 -> in4

Now everything is set up and you should be able to stream first order ambisonics captured with your Zylia!
You can use this project as an input - DOWNLOAD 
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Zylia is building a future of immersive and fully navigable audio for Virtual Reality by creating an installation of 53 3rd order Ambisonics microphone arrays

12/6/2019

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Zylia introduced a six-degrees-of-freedom (6DoF) multi-level microphone arrays installation for navigable live recorded audio.

​What does it mean? We are working on technology that gives people the possibility to listen to a concert or live performance from any point in the audio scene.  With our technology you are able to record an audio scene from different points of the space – the center of the stage, from the middle of a string quartet, audience, or backstage. Audio recorded in such a way can be used together with virtual reality projections and allow the user to freely move around the space giving the natural experience of audio scene and the possibility to listen to it from different perspectives.
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6DoF installation and test setup
The first step of test recordings was to install 9 3rd order Ambisonics microphone arrays on the same level and record musicians playing their performance. Such an approach allowed the listener to move around those 9 points and listen to their music from different perspectives. However, microphones placement on a single level introduced limitations in terms of audio resolution in the vertical plane.

Since we like challenges we decided to increase the number of microphones to 53 and build an installation on five different levels. It allowed us to freely move in every direction of the recorded scene in a truly immersive experience. The second idea behind this test setup was to check the limits of Ambisonics recordings in order to achieve a fully navigable audio scene. We placed the microphones arrays densely in the recorded scene and we received a spatial audio image of very high resolution.
Technical aspects:
We used 53 19-channel mic arrays – which gave us 1007 audio channels recorded simultaneously. Microphones were connected to a USB hub and the recordings were operated via a single laptop.

The audio recorded from each microphone array was converted to 3rd order Ambisonics using our ZYLIA Ambisonics Converter plugin (it can be done in real-time or offline).  After the recording, we used our interpolation software. This software is a MaxMSP plugin, that generates 3rd order Ambisonics spheres based on the signal from all microphones in the position you are at the moment. When you put your headphones and VR headset and move around the space the algorithm in MaxMSP takes your position and interpolates 3D sound in the position you are at the moment.
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We used 3rd order Ambisonics microphone arrays. It is important because the higher the order the more precision we get in the spatial localization of sound around the listener. We are able to recreate the sound with a very high spatial resolution which influences the audio quality - an extremely important aspect for listeners.

With this simple approach, you can record the natural audio scene for your VR/AR productions and use it right away without complicated work-flow in post-production. You can record live events and stream audio directly to the listener giving him the possibility to freely choose the position in this real-time recorded space for an ultimate immersive audio experience.
Application:
Cinematic trailers for VR, audio for games, live performances recording, domes with multi-loudspeakers installations
The system is available for creative teams of audio engineers and sound artists as a ZYLIA 6DoF VR/AR Development Kit (https://www.zylia.co/zylia-6dof.html). 
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New Release of ZYLIA Ambisonics Converter & Plugin

12/11/2018

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We are happy to announce a new release of ZYLIA Ambisonics Converter v. 1.2.0 and ZYLIA Ambisonics Converter Plugin v. 1.1.0. Here are all the changes.

ZYLIA Ambisonics Converter v. 1.2.0

  • Support for a new ZM-1-3E model of microphone array was added.

  • In this update we have improved the sound quality of Ambisonics filters for ZM-1-1D, ZM-1-1C and ZM-1-3E arrays. They should now sound more neutral out of the box, but the change may require small tweaking of EQ settings in your projects.
 
  • Normalization parameter was added
​         ◦ Possibility to set normalization between „SN3D” and „N3D”

  • Minor bugs were fixed
        ◦ Estimation of progress bar for .wv files conversion
        ◦ Sensitivity of rotation slider
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Download link - ZYLIA Ambisonics Converter

ZYLIA Ambisonics Converter Plugin v. 1.1.0

  • In this update we have improved the sound quality of Ambisonics filters for ZM-1-1D, ZM-1-1C and ZM-1-3E arrays. They should now sound more neutral out of the box, but the change may require small tweaking of EQ settings in your projects.

  • Support for ZM-1-3E was added.
​
  • Minor bugs were fixed:
        ◦ Input field of elevation slider
        ◦ Wrong sample rate warning
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Download link - ZYLIA Ambisonics Converter plugin
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How to add binaural and Ambisonics sound to a video for YouTube 360?

9/14/2018

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By Eduardo Patricio

​In this post we present two videos in different formats, but edited from the same source material captured on the 20th of June 2018, at Barigui park (Curitiba, Brazil).

The audio was recorded with the ZYLIA ZM-1 3rd order Ambisonics spherical microphone array while the video was captured by a 360-degree camera (Gear 360).
 
Below, you can watch both videos and find some information on how to achieve the two different results, with focus on preparing the audio recorded with the ZM-1 microphone for each scenario.

Scenario A

Interactive, immersive video with full 3D sound 
​(media components: 360-degree video + Ambisonics audio) 

Scenario B

​Non-interactive video with fixed perspective 3D sound
(media components: Tiny planet” video + binaural audio)
Equipment used
 
  • ZYLIA ZM-1 microphone
  • Samsung Gear 360 camera (2017 model) + micro SD card
  • Laptop (software list below)
  • Camera stand
  • Extension support arm with clamp
  • USB cable (for the ZM-1)
  • Large microphone windshield 
Software used

  • ZYLIA Studio
  • ZYLIA Studio PRO
  • ZYLIA Ambisonics Converter
  • REAPER
  • Insta360studio
  • Adobe Premiere
The microphone and the camera were placed on a single camera stand with a small clamped extension arm (see picture below). Both devices were aligned vertically with a small horizontal offset. We made sure the microphone and the camera always had the same relative facing direction (front of the microphone aligned with the camera side where the recording button is found).

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ZM-1 and Gear 360 placement on a single stand
​with a clamped extension
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Camera and microphone alignment
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Chosen location at Barigui park
​The exact location at Barigui park was carefully chosen for its proximity to the lake that always attracts various birds, and also for being next to a rather busy highway and a helicopter landing pad. 
​For scenario A, we used the regular stitched video from the Gear 360 and a 1st order Ambisonics audio file.

​Scenario A - Basic steps taken:
  • Simultaneously record video footage on Gear 360 and audio on laptop (running ZYLIA Studio);
  • Convert the raw 19-channel file from ZYLIA Studio to Ambisonics, using ZYLIA Ambisonics converter;
  • Edit 360-degree video and Ambisonics audio on Adobe Premiere.
 
Here are the detailed steps taken for the conversion to Ambisonics:

  • Input (ZM-1’s raw) audio file was selected
  • Microphone model selected: ZYLIA ZM-1 model 1D
  • Orientation selected: Upright, 0 degrees
  • Output format selected: AmbiX*
 
* Standard currently (August 2018) used on YouTube.
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For scenario B, we used the video from Gear 360 in ‘tiny planet’ format and a binaural audio track.

Since, the source material is the same as the one from scenario A, we’ll list here only the steps that differ.

Scenario B steps:

  • Process stereoscopic video from Gear 360 on Insta360 Studio to have the ‘tiny planet’ effect;
  • Convert the raw 19-channel file from ZYLIA Studio to binaural, using ZYLIA Studio PRO running in REAPER.
  • Edit 360-degree video and Ambisonics audio on Adobe Premiere.
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Choosing binaural preset on ZYLIA Studio PRO in REAPER
#ambiencerecording #ambisonics #binaural #soundscapes #immersiveaudio #360recording
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ZYLIA Ambisonics Converter v. 1.1

3/21/2018

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​We are happy to announce a new version of ZYLIA Ambisonics Converter. We introduced a few changes based on your input and suggestions.
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ZYLIA Ambisonics Converter converts the ZM-1 multi-channel recordings to Higher Order Ambisonics (HOA) and enables you to prepare 3D audio recordings for playback on the 'Facebook 360' and 'Youtube 360’ platforms.
​
​We added a batch processing. Now, it is possible to process multiple 19 channels wave files within a single session.

There are also quality improvements and bug fixes for 2nd and 3rd order HOA. This update significantly increases the perceptual effect of rotation in HOA domain as well as corrects spatial resolution for 2nd and 3rd order. It is recommended to update to this new version.
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Create your own spatial Ambisonics mix with ZYLIA!

1/18/2018

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By Jakub Zamojski & Lukasz Januszkiewicz

Recording and mixing surround sound becomes more and more popular. Among the popular multichannel representation of surround sound systems like 5.1, 7.1 or cinematic 22.2, especially worthy of note is an Ambisonics format, which is a full-sphere spatial audio technique allowing to get a real immersive experience of 3D sound. You can find more details about Ambisonics here (What is the Ambisonics format?).

Our previous blog post “2nd order Ambisonics Demo VR” described the process of combining audio and the corresponding 360 video into fine 360 movie on Facebook. Presented approach assumes using of 8-channel TBE signal from ZYLIA Ambisonics Converter and converts audio into the Ambisonics domain. As a result we get a nice 3D sound image which is rotating and adapting together with the virtual movement of our position. However, it is still not possible to adjust parameters (gain, EQ correction, etc.) or change the relative position of the individual sound sources present in the recorded sound scene.
In this tutorial we are going to introduce  another approach of using ZYLIA ZM-1 to create a 3D sound recording, which gives much more flexibility in sound source manipulation. It allows us not only to adjust the position of instruments in recorded 3D space around ZYLIA microphone, but also to control the gain or to apply any additional effects (EQ, Comp, etc.). In this way we are able to create a fancy spatial mix using only one microphone instead of several spot mics!
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Spatial Encoding of Sound Sources – Tutorial

In the end of July 2017, using ZYLIA ZM-1 microphone we have recorded a band called “Trelotechnika”. All band members were located around ZM-1 microphone, 4 musicians and one additional sound source – drums (played from a loudspeaker). During the post-production process, we applied ZYLIA Studio PRO VST plug-in (within Reaper DAW) on recorded 19-channel audio track. This allowed us to separate the previously recorded instruments and transfer them into the individual tracks in the DAW. Those tracks were then directed to the FB360 plug-ins, where encoding to the Ambisonics domain was performed.

“Spatial Encoding of Sound Sources” - a step-by-step description

Below, you will find a detailed description of how to run a demo session presenting our approach of recording and spatial encoding of sound sources. Demo works on Mac Os X and Windows.
DOWNLOAD STAGE

  1. Download and install REAPER software. The evaluation version is fully functional and perfect to run with our demo.
  2. Download and install Facebook 360 Spatial Workstation software. It is a free bundle of spatial audio VST plug‑ins. In the session we used version 3.1 beta1.
  3. Download and install ZYLIA Studio Pro (VST3 Mac, Windows). It’s possible to run the demo in trial mode. In the session we used VST3 plug-in.
  4. Download the REAPER session prepared by Zylia Team. It is already configured with our audio tracks and all required effects. Unzip it.
  5. Download 360 movie – two versions are available: high quality [3840 x 1920] and medium quality [1920 x 960].  High quality version sometimes tends to pause in FB360 Video Player on slower CPUs.
  6. Run REAPER and open the session (ZYLIA-Ambisonics-sources-enc.rpp).
TUTORIAL
 
​After opening the session, you will see several tracks:
1. Very important! Please, ensure that Reaper is working with sample rate of 48 kHz.
​

2. ZS_pro track – contains 19-channel WAVE file recorded with ZYLIA ZM-1. Click on FX button located on the ZS_pro track. If everything is correct, you will see ZYLIA Studio PRO VST plug-in. By default, there will be 5 virtual microphones – each one already assigned to one of the instruments: bass, drums, guitar, synth and pad. By clicking on a specific virtual microphone, you can adjust azimuth, elevation, width, and separation mode. Master send in routing panel for track should be unchecked.
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3. Separated signals from ZYLIA Studio PRO are passing to 5 individual tracks. You are able to adjust the gain, you can also mute or solo instruments, or you can apply some audio effects. A good practice is to use a high-pass filter for non-bass and low-pass for bass instruments to reduce a spill between them. We applied these filters to our session:
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​4. Spatialiser track – receives 5 signals from tracks with separated instruments. Spatialiser allows to distribute sound sources in desired positions in the 3D space.
​      a) Click on FX and choose FB360 Spatialiser.
   b) Click on Load button placed on the video grid. Choose Slave mode and load the provided video clip. You will see a message box “H264 is not a recommended codec” - click X.
​
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   c) Set the video format to Mono and the display mode to Desktop. In Connect to DAW you should be able to choose your computer’s name. If not, try to restart Reaper and repeat the steps. You are ready to click the Open button. Video box will appear.
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   d) Back to Spatialiser view. You will see an equirectangular picture and five circles with numbers. Each circle represents a sound source position in the space. By default, sources are located in the positions corresponding to the real positions of the instruments in the picture, but it is possible to adjust it by clicking on the circle and dragging it around the picture.
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5. Control track – receives a multichannel signal from Spatialiser. Control provides connection with the Video Player, rotates the audio scene and applies binauralization.

   a) Click on FX and choose FB360 Control.

   b)  Ensure that Listener Roll, Listener Pitch and Listener Yaw are properly received from video – controls should be darkened. Open a video box and try to rotate the image - Pitch and Yaw sliders should follow the image to rotate.

   c) JS: Master Limiter boosts the volume and protects from clipping/distortions.
​
   d) 
Master send in routing panel for track should be checked.
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6. Now video is synchronized with audio. Adjusting the location of play-head in REAPER’s time line will affect the video’s time. Tap space bar to play audio and video. Rotation of the video in the player  is tracked by the decoded and binauralized Ambisonics sound.

7.  A good practice is to play video from the beginning of file to keep the synchronization. In some cases, it is necessary to close the VideoClient + VideoPlayer and load 360 video again to recover the synchronization.
​

8.  Now you are able to rotate video across the pitch and yaw axis. Your demo is ready to run.
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What is the Ambisonics format?

3/21/2017

2 Comments

 
By Jakub Wasilewski

Nowadays the entertainment industry is more and more interested in immersive experiences when it comes to movies, video games and music. Along with already quite common 360 degree videos, there is also a growing demand for 3D audio. Surround systems like 5.1, 7.1 or cinematic 22.2 can surely deliver impressive effects, but none of them is an actual full spatial audio system. Mostly because once sources had been recorded, there is no way to change their positions freely.

Speakers ambisonics
​In order to obtain a real spatial audio, an entirely different approach is needed. An approach that should not perceive sound as list of spatially speaker-fixed sources, but as a whole soundfield instead. It is where an Ambisonics technique comes in handy. But before explaining what it actually is, let me begin with a quick overview of the Ambisonics.
​At the same time when the music audience was thrilled for the first time with “The Dark Side Of The Moon”, an Ambisonics idea has been conceived by Michael Gerzon from the University of Oxford. He realised, that using three figure-of-eight microphones and additional omnidirectional one, he can make a soundfield recording that can be expressed as four speaker-independent channels, the so called B-Format. It allows to store soundfield information in four channels and decode it later into specific speaker setup.
​As you can probably imagine, representing a whole soundfield using only four channels is not optimal. Spatial audio resolution is not very impressive when using a B-Format which is only 1st order of Ambisonics, In the 1970s It was difficult to achieve higher audio resolution due to the level of technical advancements at that time. Despite the fact that the Ambisonics technique was grounded on solid technical and mathematical foundation, it has not gained much attention or commercial success. 
 Ambisonic technique
In order to obtain higher orders of Ambisonics, which provides better soundfield representation and spatial resolution, a dense microphone array and advanced signal processing algorithms are needed. Both of these advancements are the cornerstones of the new recording system developed by ​ZYLIA.

ZYLIA 3rd order Ambisonics microphone


ambisonics microphone
Fig. ​ZYLIA ZM-1 - a 3rd order Ambisonics microphone.
The ZYLIA ZM-1 microphone array is capable of recording sound in the 3rd order Ambisonics format. Recording in such format will be soon very relevant due to the recent announcements by Google and Facebook to add support for higher order Ambisonics playback in their players. Soon it will be possible to enjoy amazing spatial audio recordings on any web-enabled device. 

You need ambisonics microphone? Just try ZYLIA!


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  • Solutions
    • Live rehearsal recording
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    • Navigable Audio for VR
    • 3D audio streaming
  • Products
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    • Software >
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