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Zylia CTO to Lead 3D/360 Music Production and Sound Design Workshop at GameSoundCon 2018

Tomasz Żernicki Will Demo Groundbreaking Spherical Mic Array Technology and Share Professional Techniques for Capturing and Working With 3D Sound

POZNAN, Poland — Oct. 5, 2018 — Zylia, the Poland-based manufacturer of audio recording technologies, will host a workshop on 3D/360 music production and sound design during GameSoundCon 2018, Oct. 9-10 at the Millennium Biltmore Hotel in Los Angeles. Zylia co-founder and CTO Tomasz Żernicki will lead the workshop, focusing on the use of third-order Ambisonics spherical microphone arrays, such as that in the innovative new ZYLIA ZM-1, to capture a 3D full-sphere audio scene for games or ambient sound production.

“Use of a spherical microphone array to enable single-device capture of a full sound scene with high spatial resolution is a recent and significant advance in audio recording technology — and one that opens the door to 3D audio production opportunities for both professionals and amateurs,” said Żernicki. “We’re excited to be sharing this technology with GameSoundCon 2018 attendees and to be providing them with useful techniques for capturing 3D sound in Ambisonics format and for working with live sound in VR applications.”

During the Zylia GameSoundCon workshop, Żernicki will demonstrate how just one spherical microphone array can record an entire 3D sound scene and then separate the recording’s individual sound sources for multitrack editing in postproduction. The numerous physical microphone capsules within the spherical array effectively enable users to work with software-controlled virtual microphones with adjustable direction and spatial characteristics. By isolating particular sounds, cutting out interesting areas of the sound space, and zooming in on particular sound objects, this kind of sound representation allows for soundscape modification in postproduction and simplifies ambient or Foley sound preparation.

Żernicki will explain how sound recorded by third-order Ambisonics spherical microphone array can be converted into the Ambisonics format and used in 360-degree movies — particularly virtual reality content on Facebook 360, YouTube 360, or game engines — in which listeners can rotate the whole sound scene. He also will discuss usage of 360 sound with the combination of binaural or surround loudspeaker reproduction.

As an audio expert, Żernicki focuses his professional interest on 360/VR music production, spatial sound processing, and recording. He holds doctorates in electrical and electronic engineering, and he takes an active role in the Moving Picture Experts Group (MPEG) standardization committee. He also has made significant contributions to audio compression standards such as MPEG-D USAC and MPEG-H 3D Audio.

GameSoundCon is dedicated to game music, sound design, and virtual reality audio. Throughout the conference, Żernicki and other Zylia experts will be on hand to discuss 3D/360 sound applications, as well as the company’s ZYLIA ZM-1 spherical microphone array, ZYLIA Studio PRO VST/AU plugin, and ZYLIA Ambisonics Converter.

Further details on GameSoundCon are available at www.gamesoundcon.com. More information about Zylia and its technologies is available at www.zylia.co.

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About Zylia

Zylia develops innovative, world-class recording technologies and turns them into products that improve the lives of musicians and audio creatives. With a passionate and dedicated team of almost 20 experts in music production, audio research, software, business and product development, the company crafts and delivers products with the potential to redefine and revolutionize the way sound and musical performances are recorded and produced. Leveraging their personal experience as musicians and tech gurus, along with input from music and audio communities around the world, Zylia’s experts bring musicians agile recording tools that make it easy to be creative in any environment. More information is available at www.zylia.co.

Product or service names mentioned herein are the trademarks of their respective owners.

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