Author Topic: HeSuVi is a Plugin for Equalizer APO making Headphone Surround Virtualizations  (Read 1102 times)

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HeSuVi is a Plugin for Equalizer APO making Headphone Surround Virtualizations Possible!

"Only 8 Channels of Surround sound possible" ... they say that like it's a BAD Thing.

If you want this for your system you must download and install Equalizer APO First.  Get Equalizer APO.

Quote
This tool imitates the 7.1 to binaural sound effect of many surround virtualizations by making use of Equalizer APO's convolution filter. Available are impulse response that were recorded with activated...

– Dolby Atmos Headphone
– CMSS-3D
– SBX Pro Studio Surround (also found in BlasterX Acoustic Engine & THX TruStudio Pro)
– Dolby Headphone
– Sennheiser GSX Binaural 7.1
– DTS Headphone:X
– Windows Sonic Headphone
– Dolby Home Theater v4 Headphone Surround Virtualizer
– Razer Surround
– Out Of Your Head
– Flux HEar V3
– OpenAL and DirectSound3D HRTFs
– Waves Nx
– and many more!

Visit the wiki for more information on how it works and how to set up: https://sourceforge.net/p/hesuvi/wiki/Help/


A little demonstration video can be found here:



Uses Equalizer APO by Jonas Thedering: Get Equalizer APO.


Features:

    many different headphone surround impulse responses
    powerful graphic equalizer
    equalizer presets for over 1000 popular headphones
    use multiple devices on one sound card
    extensive control over different volume levels
    apply and save the processing onto your audio files
    fully configurable crossfeed
    quickly save & load profiles, even through hotkeys
    supports command line parameters for all options
    rearrange the virtual speakers' positions
    intelligent stereo upmix
    portable installation with easy one-click updater

How Is Headphone Surround Virtualization Even Possible and Why Do We Need It?

Quote
Humans, like many other animals, possess two ears. If you would be deaf on one ear, then it would be almost impossible to draw a distinction between different sound locations. With two ears however, the brain can reproduce every two dimensional position around your head by analyzing differences in volume, frequency and time. Furthermore, the outer structure of your ears channel sounds coming from above and below, resulting in an almost perfect 3D audio perception.

This also means that sound in any environment could be captured the way two ears would hear it – i.e. creating a binaural recording – by either putting tiny microphones in someone's ears or by using synthetic ears with mics. Now, two speakers near the ears of a listener (let's call them headphones) would be enough to create the perception of being at said place with "ears". However, for example in a computer game one could walk and turn freely around making pre-recordings with that much spacial information unpractical.

Therefore, we only want to capture the ears' response to differently placed impulses. We call the Dirac delta function an impulse, that is an audio file with a single "1" beside only "0"s in the sampled world of a computer. Playing it at a specific position in space around the "head with microphones" allows us to get the desired head-related impulse response (HRIR). By then convolving the response with audio makes it sound like this audio would be coming from the direction we played the initial impulse. Several HRIRs can obviously be created for every position at which we want to have our virtualized speakers.

The only difference to the headphone surround you find on many sound cards is that it is probably not going to use such convolution. Instead, they might apply functions that try to imitate impulse responses of average ears together with added environmental effects. Still, those virtualizations can be treated like speakers placed around ears. Running impulses through them will now lead to responses of those surround methods which can then be used with the convolver of Equalizer APO to make your Windows audio sound like being processed with one of those headphone surround virtualizations (though only with up to 8 channels, "real" CMSS-3D, OpenAL and Atmos support more). So Equalizer APO implements the actual processing, whereas HeSuVi provides the necessary HRIR files and controls Equalizer APO via its graphical user interface.


Additional Project Details:

Intended Audience
End Users/Desktop

User Interface
Win32 (MS Windows)

Programming Language
Free Pascal

Registered
2018-01-10

https://sourceforge.net/p/hesuvi/wiki/Help/

https://sourceforge.net/projects/hesuvi/

https://sourceforge.net/projects/hesuvi/files/latest/download

 


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