Quote:
Originally Posted by
Fat Dave 
Perhaps we have different definitions of "nulls".
If you have discovered a room shape in which colliding waves produce peaks without correspondingly producing valleys, I congratulate you.
If I am misunderstanding what you mean, please explain.
well then we can agree, a hexagon shaped room will allow 3D audio.
sounds can creep up to seem as if the actor (or actress) is speaking right next to your face at 0/45/90/135/180 degrees on one side (and 0/45/90/135/180 degrees on the other side)
with that said, we can also agree, more folds in the walls means more angles of 'up close and personal' entrances.
and a completely round room would provide chance for an infinite amount of entrances of any 0-180 degrees per side.
and with that said, we can also agree, a completely sphere room would allow for an infinite amount of entrances of any 0-180 degrees per side (of the horizontal axis)
as well as 0-180 degrees per side (of the vertical axis)
thus allowing the sound to be 3D in all directions left/right and/or up/down.
getting 3D audio to become a standard (even the horizontal axis alone) seems to be extremely difficult.
adding half a sphere for the ceiling would do amazing and wonderful things for the current 'height' channels of surround sound.
mentioning industry standards,
the height speakers might not work when they are designed to work in square and rectangle rooms with 90 degree angles.
adding more folds in the wall (or even half a sphere) doesnt mean the audio processing is programmed to make the audio go into the correct direction.
thats why there is a need for receivers to transform the audio processing.
regular 3D mapping needs to be decoded then changed to work with the number of folds in the wall.
if you try to use a lot of folds in the walls with current surround sound, the audio will literally seperate when traveling the 3D matrix.
the reverb processor needs to know what is trying to be done, because it is a machine and the LFO's will deteriote (the audio signal splitting)
its all in the time domain.
when a sound moves 3D.. its the invidual changes per each LFO.
and that means, if your LFO's are large and there are dozens (or hundreds) of them in the room.. you would hear the sound transfer from one LFO to the next, kinda like a fly or bee moving from one bubble to the next.
people who are in the market of LFO's really need to know how big or small the LFO's are.
and also,
how well they blend together.
it might appear that there arent any LFO's in the room thanks to chorus, but if you remove the chorus.. you'll see the resolution of the LFO's (how many and how big)
they are identical to dots per inch with optical/laser computer mice.
identical to the pixel count in todays new high definition televisions (or computer monitors.. or telephones.. or handheld video games)
more simply means the 3D sound is more accurate.. as it begins in the right place and ends in the right place.
although, some people probably wont mind some bloating.
anyways.. more speakers in the surround setup can compensate for a lack of folds in the walls.
but the only way the audio can get up close.. as if the audio literally walks forward from the wall.. is going to come from the speaker (it comes from a speaker or a wall)
that should make those excessive speakers, in the surround setup, a lot more desirable.