Throughout this
project there were many points in which the concept changed and deviated until
it arrived at the point of a strong research investigation. This section of the
portfolio will underpin the changes that happened throughout this project and
problems that were encountered before the researcher arrived at the final
project Aim.
The first concepts for this project were
not about music reproduction but about how to reproduce a live event. The Live
Music Industry is an ever-growing sector in the Music Industry:
“In 2008, consumer spending on live music is reported
by several sources to overtake spending on recorded music in the UK”
Frith
Simon. 2010.
Analysing Live Music in the UK: Findings One
Year into a Three-Year Research Project
Edinburgh, UK
It was this statement that inspired an idea that a music event could be
reproduced over and over again by the use of surround sound. The project was
based around comparing different surround audio production techniques to find
out which would produce the best reproduction of the original event. However,
it became clear that this idea was unrealistic given the time frame when
evaluating the process of gathering recordings from local live events. There were two versions of each extract from the
events utilizing different techniques, one known as “Upmixing”, which is where
the centre and rear channels of the 5.1 system are created from the original
stereo mix with added delay and phase differences. The other technique was
recording the event utilizing 5.1 microphone arrays. Two events were recorded
one DJ set in a local venue called Dukes Corner and the other a live
performance from acoustic artist Rhauri Campbell.
It was evident that the difference between the production techniques was
minimal and other reasons are also covered in the following points:
1. The lack of
a large audience made it difficult to create recordings that contained a good
enough amount of audible crowd noise. This is one of the main aspects of live
music recordings that create a sense of listener immersion; so that the
listener feels like they are in the crowd of the original event. Lack of crowd
equals lack of sound sources to create better sense of directionality and localization.
2. Compromised
microphone placement in the Dukes Corner event had undesired effects on the
mix. The microphone array was supposed to be placed as close to the crowd as
possible (ideally in the middle), however this was not possible due to the lack
of outputs on the venues mixing desk to record line outs from the DJ's mixing decks.
In light of this, a decision was made to place the array behind the DJ to
create the mix from his perspective. However, due to the lack of people at the
event the array was no longer capturing enough crowd ambience but instead only
captured room ambience and reverberation.
3. Time scale
at this point became a huge factor and in order to gain mixes that would be
suitable for testing, a new event would have to be organized and promoted well
enough that a large crowd would attend. Neither knowledge nor the resources
were available to do this successfully within the time frame.
4. The whole
project concept was weak, as most live event recordings are not completely
audio based but most of the time include visuals for DVD and Television
broadcast purposes. A large part of reproducing live events is obviously in the
recording of the audio, however visuals also play a huge part in event
reproduction.
New Concept:
It is for those
reasons that the project concept was changed to a more stronger/solid idea. Throughout
the duration of semester one while researching surround sound there were many
references to surround sounds uses in the Film and Games Industry, however not
much in the way of its uses in the Music Industry:
"In modern times we see it (Surround sound)
firmly established in applications accompanying a picture for movies and
television, but in other areas such as purely for music reproduction broad
success has been more elusive. However using history as a guide to the future
there may well be a broader place for surround music in coming years"
Holman Tomlinson,
2008,
Surround Sound - Up and Running, Second
Edition
Oxford, UK
It is for this
reason that the project concept was changed: to focus on how and why 5.1
surround sound has become a standard format for the Film Industry and is
becoming more popular in the Games Industry, with different surround systems
such as headphones dedicated for purely gaming purposes. However, stereo is
still the standard format for the music industry and not much in the way of
surround audio is available purely for music reproduction. Thus, the final
project concept was created in order to test the listener’s preference and find
out the main differences between stereo and 5.1 surround sound speaker systems
and their uses in music reproduction.
Aim:
An investigation into the listener
preference between stereo and 5.1 surround sound playback formats. This study
is purely investigating the listener preference between the two playback
formats' uses in music reproduction.
Objectives:
1.
Define the main differences between stereo and 5.1 surround music production.
2.
Produce 5.1 Surround Sound mixes of two pieces of music from contrasting
genres.
3.
Test the Listener Preference between the Surround Sound mix and the original
Stereo mix of the two contrasting pieces of music.
4.
Find out how people currently purchase, access and playback their music.