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New release of ZYLIA Ambisonics Converter plugin v1.5.1

1/12/2022

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We are happy to announce the new release of the ZYLIA Ambisonics Converter Plugin (v1.5.1).
 
With this version, we introduce the following features:
  • Added possibility of extend the trial.
  • Fix crashes in the newest ProTools.
  • Bug fix connected with activation check.
 
 Download the newest version from here.
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New release of ZYLIA Studio PRO plugin v1.6.1

1/12/2022

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We are happy to announce the new release of the ZYLIA Studio PRO Plugin (v1.6.1).
 
With this version, we introduce the following features:
  • Added possibility of trial extension, which gives more time to test the application.
  • Minor bug fixes and stability improvements.
 
Download the newest software form here.
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New release of ZYLIA Studio software v2.1.2

1/12/2022

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We are happy to announce the new release of the ZYLIA Studio (v2.1.2).
 
With this version, we introduce the following features:
  • Added extended trial functionality
  • Bug fixes of stability issues
 
Download the newest version from here.
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ZYLIA Studio in the Chinese language version - ZYLIA Studio 中文版

8/24/2021

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​We are happy to announce the new release of the ZYLIA Studio in version 2.1.1 for Windows and macOS. With this version, we introduce the Chinese language of the application.
​
China is a huge market full of great musicians and sound engineers. Especially for them, we have prepared the Chinese language version of our hit software. ZYLIA Studio is an application dedicated to working with ZM-1 3rd order Ambisonics microphone array which provides an easy workflow of one-mic multi-track recording, AUTOMIXING, and manual mixing of tracks to prepare a balanced recording.
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​Additionally, few small bugs were fixed connected with the stability of the energy map.
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RECORDING MULTIPOINT 3D AUDIO HAS NEVER BEEN EASIER! ZYLIA 6DoF RECORDING APPLICATION V.1.0.0

8/20/2021

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Tiger Woods once said that no matter how good you get, you can always get better, and that's the exciting part. Here at Zylia, we couldn’t agree more, therefore, we are thrilled to present you a new, and more importantly, improved version of our ZYLIA 6DoF Recording Application.
 
Intuitiveness, efficiency, and a great look that’s how in a few words we can describe the ZYLIA 6DoF Recording Application, which we released just recently. Let's take a closer look at it together!
 
For those, a little less familiar with our products – ZYLIA 6DoF Recording Application is a part of the ZYLIA 6 Degrees of Freedom Navigable Audio solution, which is the most advanced technology on the market for recording and post-processing multipoint 3D audio. The solution is based on multiple Higher Order Ambisonics microphones which capture large sound-scenes in high spatial resolution and a set of software for recording, synchronizing signals, converting audio to B-Format, and rendering HOA files.
 
This new ZYLIA 6DoF Recording Application has replaced the command-line toolkit for recording and synchronization. Thanks to a clear and comfortable graphical user interface, working with the app is fast and easy. We’ve also added a bunch of new features, which significantly improved the user experience.   

GET OFF TO A GOOD START

ZYLIA 6DoF Recording Application was designed as a tool for capturing 3D audio content from multiple ZYLIA ZM-1S microphones (up to 3000 channels on a single computer). To make the entire process smoother, we’ve introduced a set of very useful options:
 
  • manual or automatic microphones position configuration,
  • import/export of microphones configurations,
  • ZM-1S identification via LED lights,
  • LED lights control (it is possible to turn on/off the LED on all or on part of the microphones),
  • sample by sample synchronization of recorded material from any number of recordings (it gives the high sampling precision necessary for full VR / 6DoF content production).

BETTER THAN EVER 

​Although the command-line toolkit did its job very well, our drive to excellence and constantly paying attention to the opinions of our customers resulted in developing a new, better version of the Recording Application. During the optimization, not only we kept the old, proven features but also added new ones and took care of the visual aspect of the interface. Here are all the great improvements we introduced:
 
  • Automatic synchronization
In the command-line version of the app a user before starting recording had to choose the destination folder where the files will be saved. This folder had to be also manually indicated on the stage of synchronization. In the new version of the ZYLIA 6DoF Recording Application, the synchronization is automatic and does not require a source folder to be specified manually.
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  • Clippings under control
In the new version of the 6DoF Recording App we have made the Volume Unit meters of each microphone visible on the scene. This allows to monitor the intensity of the sound on every microphone and control unwanted clippings.
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  • Protection of the recording
It may happen that during the session, one of the microphones will disconnect from the net. In such a case, the recording automatically stops and saves the files to the specified directory. 
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  • Marking recording with notes
A very useful new feature that has been added to the Recording Application is a possibility of taking notes during the recording. All the comments on the given take together with their timestamps are being saved together with the audio. Such notes can be of great help during the post-production process.
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THE ICING ON THE CAKE

​While working on the new ZYLIA 6DoF Recording Application, we have not forgotten to make the interface aesthetically pleasing and familiar to our users, granting great usability and a joyful experience. See for yourself: 
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How to save up CPU while rendering sound for games?

7/20/2021

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Efficient Volumetric Scene-based audio with ZYLIA 6 Degrees of Freedom solution 


What is the difference between Object-based audio (OBA) and Volumetric Scene-based audio (VSBA)?

OBA
 
The most popular method of producing a soundtrack for games is known as Object-based audio. In this technique, the entire audio consists of individual sound assets with metadata describing their relationships and associations. Rendering these sound assets on the user's device means assembling these objects (sound + metadata) to create an overall user experience. The rendering of objects is flexible and responsive to the user, environmental, and platform-specific factors [ref.].​
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​In practice, if an audio designer wants to create an ambient for an adventure in a jungle, he or she needs to use several individual sound objects, for example, the wind rustling through the trees, sounds of wild animals, the sound of a waterfall, the buzzing of mosquitoes, etc. The complexity associated with Object-based renderings increases with the number of sound objects. This means that the more individual objects there are (the more complex the audio scene is) the higher is the usage of the CPU (and hence power consumption) which can be problematic in the case of mobile devices or limitations of the bandwidth during data transmission.  
VSBA
 
A complementary approach for games is Volumetric Scene-based audio, especially if the goal is to achieve natural behavior of the sound (reflections, diffraction). VSBA is a set of 3D sound technologies based on Higher-Order Ambisonics (HOA), a format for the modeling of 3D audio fields defined on the surface of a sphere. It allows for accurate capturing, efficient delivery, and compelling reproduction of 3D sound fields on any device (headphones, loudspeakers, etc.). VSBA and HOA are deeply interrelated; therefore, these two terms are often used interchangeably. Higher-Order Ambisonics is an ideal format for productions that involve large numbers of audio sources, typically held in many stems. While transmitting all these sources plus meta-information may be prohibitive as OBA, the Volumetric Scene-based approach limits the number of PCM (Pulse-Code Modulation) channels transmitted to the end-user as compact HOA signals [ref.].
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ZYLIAs interpolation algorithm for 6DoF 3D audio
Creating a sound ambience for an adventure in a jungle through Volumetric Scene-based audio, can be as simple as taking multiple HOA microphones to the natural environment that produces the desired soundscape and record an entire 360° audio-sphere around devices. The main advantage of this approach is that the complexity of the VSBA rendering will not increase with the number of objects. This is because the source signals are converted to a fixed number of HOA signals, uniquely dependent on the HOA order, and not on the number of objects present in the scene. This is in contrast with OBA, where rendering complexity increases as the number of objects increases. Note that Object-based audio scenes can profit from this advantage by converting them to HOA signals i.e., Volumetric Scene-based audio assets.
To summarizing, the advantages of the Volumetric Scene-based audio approach affecting the CPU and power consumption are:
 
  • Rendering complexity independent of the number of objects in the scene, decreasing the CPU usage from 100 to 10 000 times in comparison to OBA
The source signals are converted to a fixed number of HOA signals, uniquely dependent on the HOA order, and not on the number of objects present in the scene (even if the audio scene is created from thousands of audio signals).

  • Possibility of rendering HOA signals to any reproduction device
A single format of HOA signals (with the addition of a few audio objects, if needed) can be reproduced on any device including headphones, soundbars, mobile etc.

  • Lower number of PCM channels sent to the end user
HOA signals can be “spatially compressed” while maintaining high levels of spatial accuracy.

  • Personalized interaction with immersive audio
HOA can be reproduced through headphones via the HOA to Binaural rendering and paired to Head-mounted displays to allow real-time adaptation of the sound field to head rotations in VR productions. It also facilitates 360° video applications where the sound field rotation can typically be controlled by moving a finger on the touch screen of a mobile device.
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  • Lower production costs for loudspeaker layout
The production (mixing and mastering) is performed in a single HOA format which can be rendered to any channel-based audio format for any loudspeaker layout (e.g., 2.0, 5.1, Dolby Atmos, …).  There is no need to produce separate mixes for each target loudspeaker layout which reduces production costs and efforts.

Zylia 6 Degrees of Freedom Navigable Audio

One of the most innovative and efficient tools for producing Volumetric Scene-based audio is ZYLIA 6 Degrees of Freedom Navigable Audio solution. It is based on several Higher Order Ambisonics microphones which capture large sound-scenes in high resolution, and a set of software for recording, synchronizing signals, converting audio to B-Format, and rendering HOA files. The Renderer can be also used independently from the 6DoF hardware – to create navigable 3D assets for audio game design.
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ZYLIA 6 DoF HOA Renderer is a MAX/MSP plugin available for MAC OS and Windows. It allows processing and rendering ZYLIA Navigable 3D Audio content. With this plugin users can playback the synchronized Ambisonics files, change the listener’s position, and interpolate multiple Ambisonics spheres. The plugin is also available for Wwise, allowing developers to use ZYLIA Navigable Audio technology in various game engines.
Watch the comparison between Object-based audio and Volumetric Scene-based audio produced with Zylia 6 Degrees of Freedom Navigable Audio solution. Notice how the 6DoF approach reduces the CPU during sound rendering.
Volumetric Scene-based audio and Higher Order Ambisonics can be used for many different purposes, not only for creating soundtracks for games. This format is very efficient when producing audio for:
 
  • Virtual, Augmented, and Mixed Realities
  • Facebook 360, YouTube Spatial Audio, Google Resonance
  • 360° videos
#zylia #gameaudio #6dof #objectbased #scenebased #audio #volumetric #gamedevelopment #GameDevelopersConference #GDC2021 #GDC
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New release of the ZYLIA 6DoF Recording Application v.1.0.0

7/13/2021

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We are happy to announce the new release of the ZYLIA 6DoF Recording Application in version 1.0.0 for Linux and macOS. This application is a part of the ZYLIA 6DoF Navigable Audio solution (ZYLIA 6DoF VR/AR set). It replaces the command line toolkit for the recording and synchronization process. For your comfort, this application has a graphical user interface, so there is no need to use the command line anymore.  
This application offers all features of the ZYLIA 6DoF Recording Toolkit such as:​
  • Recording of 6DoF content from an unlimited number of ZYLIA ZM-1S microphones. Or up to 3000 channels on a single computer.
  • ZYLIA ZM-1S microphones identification via LED.
  • Manual or automatic microphones position configuration.
  • Import or export of microphone configuration.
  • LED control on all connected ZYLIA ZM-1S microphones. It is possible to turn on/off the LED on all of part of the microphones.
  • Sample by sample synchronization of recorded material from any number of recordings. It gives the high sampling precision necessary for full VR / 6DoF content production.
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Additionally, there are added few new features.
  • During recording, the VU meters of each microphone is shown on the recording screen.
  • Additionally, during recording, you can take notes about the recorded take, which will be saved in a certain directory together with audio.
  • Automatic management of the location of the raw and synchronized signal.
  • Disconnecting the microphone during recording no longer causes a crash of the recording process.
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Configure you session.
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Make the recording.
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Synchronize raw audio files.
​The command-line application will be also available but will not be further developed.
Download link.
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How to live stream a 360° video with Ambisonics audio on Facebook using Insta360 camera and ZYLIA ZM-1microphone

7/2/2021

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In this tutorial we will show you how to do a 360° live stream with Ambisonics audio for Facebook. 

Example:
Astor Piazzolla’s compositions performed by Students of State Music School in Konin

For this workflow you will require:
  • MacOS system (with connection to Ethernet + WiFi)
  • Insta360 One R camera,
  • Insta360 mobile app installed on your smartphone
  • ZM-1 microphone
  • OBS (https://obsproject.com/)
  • ZYLIA Streaming application (https://www.zylia.co/zylia-streaming-application-download.html)
  • MacOS RTMP Local host application (https://github.com/sallar/mac-local-rtmp-server)
  • Facebook profile

This project consists of 3 main parts:
A. Receiving a live 360° video from the Insta360 to OBS
B. Receiving Ambisonics audio from the ZM-1microphone to OBS.
C. Configuring Facebook for live stream of 360° video with Ambisonics audio
​A. Receiving a live 360° video from the Insta360 to OBS
1. Turn On the Insta360 camera and connect your computer Wi-Fi to the corresponding Insta360 Wi-Fi network.

2. Simultaneously, connect your computer to your local ethernet using an ethernet cable. On your network preferences you should be connected with Ethernet and Wi-Fi.
On step number 4 you will need the IP address for the Insta360 Wi-Fi referred on your network preferences.
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3. On your MacOS, open the application Local RTMP server (https://github.com/sallar/mac-local-rtmp-server).
This simple application will be used to receive a live stream from the Insta360 camera. It also provides you the local host address for OBS.

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4. Using your smartphone, connect to the Insta360 camera Wi-Fi and Bluetooth using the Insta360 mobile application.
​Scroll to the option “Live” and select RTMP server.
Here you should add the address to the Insta360 Wi-Fi mentioned on step 2.
In the end of the address add a unique key (it can be anything).

rtmp://Insta360IPaddress.live/abc
rtmp://192.168.42.3/live/abc (example)
Start streaming from the Insta360. The Local RTMP server application icon should now turn red as an indication of receiving the stream.
5. Open OBS and setup your project:
  • On the video resolution you require a 2:1 format such as 1280x640
  • Also, select your audio to 4.0 to receive 1st order Ambisonics audio later.
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6. To receive the video stream from the Insta360 to OBS:
  • On the Sources, click the plus sign and add “Media Source”
  • Disable “Local File”
  • On the input add the same address as the Insta360 camera, you may also use:
    • rtmp://localhost/live/abc

After adding the source, you should be receiving a 360° video from the Insta360 into OBS.
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B Receiving Ambisonics audio from the ZM-1microphone to OBS.

7. Connect your ZM-1 microphone to your computer.
Open ZYLIA Streaming application.
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As an input select your ZM-1 microphone. As an output select ZYLIA Streamer OBS plugin.
(As an output you may also use the BlackHole virtual audio device 16 channel as long as you select it as an audio input in OBS)

Select 1st Ambisonics Order and press Start streaming.
8. In OBS, add source select ZYLIA Streaming application.
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You are now receiving 1st Order Ambisonics audio (4 channels) and a 360° video into OBS.
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​C Setup Facebook for livestreaming
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9. On your Facebook profile page, click on Live
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​On the Stream setup click Stream Key. On the bottom you will find your unique Stream Key to use in OBS. (OBS – Settings – Stream).
​On the Settings – Stream, enable “Broadcast this as a spherical video” and also “This broadcast has Audio 360 (ambix4)”.
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10. In OBS press “Start Streaming”. You are now live!
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New release of ZYLIA ZM-1 drivers v2.1.0 for Windows 10

5/20/2021

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We are happy to announce the new release of ZYLIA ZM-1 drivers for Windows 10 (v2.1.0). Version for Windows 7 will be released in the future.
 
New features:
  • Option to redirect audio output from an application that uses the driver to another audio device. This is mostly useful for monitoring recorded audio in DAWs. To use it, simply open ZYLIA Control Panel before recording and select the device which you want to use. In your DAW's settings, you should see which device will be used. Then use the monitoring feature of your DAW. Please note, that using other ASIO devices for monitoring is not supported. Also, changing the output device during recording will cause dropouts as the audio subsystem will be restarted.

Bug fixes:
  • Additional system packages are now installed in the background and do not fail if are already installed.
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Download link.
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What is binaural and Ambisonics sound?

4/15/2021

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Some of you, who came across the term ‘3D sound’, probably are wondering what it actually is?
Intuitively, we may understand it by analogy to 3D space, which as we know is made up of three dimensions: width, depth, and height. In real life, any position in space is characterized by these dimensions.
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Now imagine, that you are outside, for example in a park, full of various sounds. You can hear children laughing on the playground behind you; a dog is barking on your left, a couple of people are talking while sitting on a bench in front of you – you can hear their voices more and more clearly when you move towards them. We may say that you are in the 3-dimensional sound space. When you move, the sound you hear changes as well, corresponding to the position of your ears (its intensity, direction, height and even timbre).

Reproducing this natural human way of hearing in the recording isn’t easy, however, we already have the technology which allows us to do it – it is binaural and Ambisonics sound.
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​​Binaural sound​ reflects the way we hear the world through our ears. It means that when we listen to the audio recording through the headphones it is possible for us to locate sounds coming from left, right, front, behind, above or below. Moreover, the binaural sound is very realistic and spatial and gives an impression of being at the place of recording.
Ambisonics sound is also a representation of natural spatial listening. However, when we record with an Ambisonics microphone, we record a 360 sphere around the device, so the whole 3D sound-space. This kind of Ambisonics audio can be further described by ‘orders’. The higher-order there is the better accuracy of the reproduced sound, the greater depth or, in another word, the higher resolution of the recorded sound-sphere.
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​The most common type of recordings – which you hear while listening to the music on your computer or watching TV –is stereo. You may also come across mono recordings but these have been outdated with the introduction of stereo mixing. Stereo sound basically allows you only to hear if the sound comes from left or right which is the main advantage over the mono-type of audio.
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Bellow, you may find some great recordings that will allow you to hear the difference between these different formats. We have also summarized their characteristics in the bullet points, to present the information most clearly.
MONO SOUND
  • 1 audio channel
  • no option to localize individual sound sources
  • the same, flat sound coming from all headphones or speakers
STEREO SOUND
  • 2 audio channels (left and right)
  • headphones or at least 2 speakers required
  • possibility to recognize if the sound comes from the left or right
  • no option to recognize if the sound comes from above, behind or below
  • differences in the sound coming from each speaker
  • ​no requirement of using headphones for accurate stereo playback 
BINAURAL SOUND
  • 2 audio channels
  • sound captured identically to the way we hear the world
  • possibility to localize if the sound comes from left, right, front, behind, above or below
  • very realistic sound
  • an impression of being at the place of recording
  • impression of sound source proximity
  • immersive sound impression
  • headphones necessary for accurate binaural playback
  • customizable headphones playback
AMBISONICS SOUND
  • 4 or more audio channels (at least 16, for high quality and spatial resolution)
  • possibility to rotate like in 360 movies
  • compatible with YouTube360 or Facebook360
  • the representation of natural spatial listening
  • immersive sound impression
  • an impression of being at the place of recording
  • possibility to localize the sound coming from any direction
  • possibility to decode the sound to any array of speakers
  • possibility to convert the sound for playback on headphones (recommended)
  • possibility of moving smoothly across 3-dimensional space both with video and audio

#zylia #binaural #ambisonics #3Daudio #surround #spatial #sound

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