Tim Link
Addicted to Fun and Learning
I think there is something important to having sound hit your ears from various angles, and this is something that can't be quite properly simulated with just crosstalk reduction and two speakers. There's the option to do what Ralph Glasgal does and add ambience channels. I've not heard a full ambience channel setup. I have heard a well treated room with two channel stereo. When all strong reflections are adequately broken into smaller reflections of more varied timing, the room starts to lose it's noticeable acoustic signature, causing the sound of the recording venue to perceptually take over and create an enveloping effect that I found quite intriguing.After BACCH I have zero interest in hearing the room. Side wall reflections as a means to widen the sound stage seems down right primitive
I have played with adding extra channels, such as 4 channel stereo, and playing with delays and attenuation of outer channels to add stereo width and spaceousness. There really is something to it, but it's a compromise between a fuller sound, and purer sound. 2 channel with crosstalk reduction and an anechoic space is about as pure as you'll get on a 2 channel recording. It gives a wide and deep soundstage, and can feel immersive, but in a different way than when sound is really coming at you from a variety of different directions. If you want to hear the "voice of God" coming from a particular direction, you'll need an actual sound source there. I think I got that from David Greisinger. Phantom images are not without artifacts, and that makes them intriguing. I think the novelty of them is part of the magic. It's amazing to hear something in a direction where you know there isn't actually a sound source, and the HRTF isn't quite matching your ears correctly. Similarly, the real 3D world I see all around me isn't as intriguing as an apparent 3D world emerging from a flat stereoscopic image, with it's various odd effects that aren't quite congruent with reality, but kick the 3D perception into gear anyway. The media adds to the message.
Potentially recordings could be made that are synthetic representations of real spaces, with hundreds of sound sources and reflections each with a vector location associated with them. That could then be played over head tracking headphones or I. E. M. that have been calibrated to your own HRTF. In theory, a setup like that could do everything right to create a highly realistic immersive experience, allowing you to even move around in the music venue at will. For now, we have to pick our compromises, and enjoy the weird and wonderful side effects.