Cbw I have been giving more thought to your theory, and I have some fresh speculations
You mention two parameters that determine whether a playback space creates the illusion that you are there or they are here, namely whether a recording has ambient cues or not, and whether the listening room is live or dead. To these, I think its useful to add a third parameter, namely, whether or not the listening space is acoustically similar to the recording space. With that in mind, I think there are
FIVE SIGNIFICANT CATEGORIES:
(1) reactive room, ambient recording, acoustical similarity
(2) reactive room, ambient recording, acoustical dissimilarity
(3) reactive room, non-ambient recording
(4) unreactive room, ambient recording
(5) unreactive room, non-ambient recording
SOME DEFINITIONS TO GO WITH THEM:
-reactive room is a listening space with significant ambient cues. Hence a listening space that significantly interacts with the ambient cues of the recording during playback. A.k.a., a live room.
-unreactive room is a listening space with insignificant or no ambient cues. Hence a listening space that minimally interacts with the ambient cues of the recording during playback. A.k.a., a dead room.
-ambient recording is a recording that contains ambient cues of the recording space.
-non-ambient recording is a recording that does not contain ambient cues of the recording space.
-acoustical similarity refers to the acoustical similarity of the listening space to the recording space, as discussed in my second post from 9/14.
Each of the parameters that define the five categories is a continuum. A room is not either reactive or unreactive. Reactivity is a continuum, with maximally reactive rooms at one end and minimally reactive rooms at the other. Likewise for ambient cues on recordings. Likewise for the acoustical similarity of the listening space to the recording space. Since each parameter is a continuum, the five categories that they define are each idealizations, in the sense that actual members of each category will APPROXIMATE its idealized description.
Taking the five categories one at a time
(1) reactive room, ambient recording, room similarity =
YOU ARE THERE...
In my view, this maximizes the illusion that you are there, as I have suggested in earlier posts. I acknowledge, however, that this is not the most practical approach to building a listening space, since the greater the acoustical similarity the listening space has to the recording space, the LESS acoustical similarity it will have to different recording spaces, and the more your listening space will be recording-specific.
(2) reactive room, ambient recording, room dissimilarity =
YOU ARE CONFUSED
In my view, this would be the mess that Cbw was describing in his last post. To the extent that the ambient cues of the listening space are different from the ambient cues of the recording space, it could result in a confused, contradictory, or paradoxical set of ambient cues at the listening position. In other words, you are confused.
(3) reactive room, non-ambient recording =
THEY ARE HERE
In my view, the absence of ambient cues in the recording combined with a reactive listening space is what creates the illusion that they are here. This is perhaps the most straight forward of the five categories. And in some ways, it is the easiest type of illusion to create. Of course, if you dont like the sound of your listening room, then you wont like the way they sound when they are here.
(4) unreactive room, ambient recording =
YOU ARE ALMOST THERE
This is the trickiest of the five categories, I think. As I have argued in previous posts, I dont think that you can fully create the illusion that you are there without omnidirectional ambient cues at the listening position. So, as a listening room becomes less and less reactive, I believe it will sound less and less like you are there.
Having said that, I should acknowledge that this comes close to creating the illusion that you are there. The bidirectional presentation of the ambient cues of the recording provides some significant information about the recording space, though as I have argued, it doesnt present that information with the correct DIRECTIONALITY, which limits the illusion that you are there.
Of course, all this assumes that the playback is stereo. If playback were multichannel, then an ambient recording played back in an unreactive room could, in theory, create the illusion that you are there." I say in theory because, as other posters have pointed out, most multichannel music mixes leave much to be desired, and hence typically fail to create the illusion that you are there. Nevertheless, the multichannel playback of ambient recordings in unreactive rooms to create the illusion that you are there is the prevailing methodology in movie sound, where it achieves some success, I think.
I should also acknowledge that there is a significant advantage to a SOMEWHAT UNREACTIVE listening room when playing back ambient recordings, namely, that it prevents your listening room from being recording-specific. But I dont think thats the ONLY way to prevent your listening room from being recording-specific (More on that in a future post).
(5) unreactive room, non-ambient recording =
YOU ARE NOWHERE
In my view, the absence of ambient cues in both the recording and the room creates an otherworldly you are nowhere effect, like youre listening in outer space (yes, I know thats impossible).
This may seem like a revision to what I said in my last post, when I agreed with Cbw that the category of weak recorded cues + dead room would result in the illusion that they are here. But I suspect that, when Cbw was referring to dead rooms, he was not referring to COMPLETELY dead rooms. Hence my earlier agreement with him that partially dead rooms (thus partially reactive) could create the illusion that they are here. I am now saying that, to the extent that a room is unreactive, non-ambient recordings will create the experience that you are nowhere.
You mention two parameters that determine whether a playback space creates the illusion that you are there or they are here, namely whether a recording has ambient cues or not, and whether the listening room is live or dead. To these, I think its useful to add a third parameter, namely, whether or not the listening space is acoustically similar to the recording space. With that in mind, I think there are
FIVE SIGNIFICANT CATEGORIES:
(1) reactive room, ambient recording, acoustical similarity
(2) reactive room, ambient recording, acoustical dissimilarity
(3) reactive room, non-ambient recording
(4) unreactive room, ambient recording
(5) unreactive room, non-ambient recording
SOME DEFINITIONS TO GO WITH THEM:
-reactive room is a listening space with significant ambient cues. Hence a listening space that significantly interacts with the ambient cues of the recording during playback. A.k.a., a live room.
-unreactive room is a listening space with insignificant or no ambient cues. Hence a listening space that minimally interacts with the ambient cues of the recording during playback. A.k.a., a dead room.
-ambient recording is a recording that contains ambient cues of the recording space.
-non-ambient recording is a recording that does not contain ambient cues of the recording space.
-acoustical similarity refers to the acoustical similarity of the listening space to the recording space, as discussed in my second post from 9/14.
Each of the parameters that define the five categories is a continuum. A room is not either reactive or unreactive. Reactivity is a continuum, with maximally reactive rooms at one end and minimally reactive rooms at the other. Likewise for ambient cues on recordings. Likewise for the acoustical similarity of the listening space to the recording space. Since each parameter is a continuum, the five categories that they define are each idealizations, in the sense that actual members of each category will APPROXIMATE its idealized description.
Taking the five categories one at a time
(1) reactive room, ambient recording, room similarity =
YOU ARE THERE...
In my view, this maximizes the illusion that you are there, as I have suggested in earlier posts. I acknowledge, however, that this is not the most practical approach to building a listening space, since the greater the acoustical similarity the listening space has to the recording space, the LESS acoustical similarity it will have to different recording spaces, and the more your listening space will be recording-specific.
(2) reactive room, ambient recording, room dissimilarity =
YOU ARE CONFUSED
In my view, this would be the mess that Cbw was describing in his last post. To the extent that the ambient cues of the listening space are different from the ambient cues of the recording space, it could result in a confused, contradictory, or paradoxical set of ambient cues at the listening position. In other words, you are confused.
(3) reactive room, non-ambient recording =
THEY ARE HERE
In my view, the absence of ambient cues in the recording combined with a reactive listening space is what creates the illusion that they are here. This is perhaps the most straight forward of the five categories. And in some ways, it is the easiest type of illusion to create. Of course, if you dont like the sound of your listening room, then you wont like the way they sound when they are here.
(4) unreactive room, ambient recording =
YOU ARE ALMOST THERE
This is the trickiest of the five categories, I think. As I have argued in previous posts, I dont think that you can fully create the illusion that you are there without omnidirectional ambient cues at the listening position. So, as a listening room becomes less and less reactive, I believe it will sound less and less like you are there.
Having said that, I should acknowledge that this comes close to creating the illusion that you are there. The bidirectional presentation of the ambient cues of the recording provides some significant information about the recording space, though as I have argued, it doesnt present that information with the correct DIRECTIONALITY, which limits the illusion that you are there.
Of course, all this assumes that the playback is stereo. If playback were multichannel, then an ambient recording played back in an unreactive room could, in theory, create the illusion that you are there." I say in theory because, as other posters have pointed out, most multichannel music mixes leave much to be desired, and hence typically fail to create the illusion that you are there. Nevertheless, the multichannel playback of ambient recordings in unreactive rooms to create the illusion that you are there is the prevailing methodology in movie sound, where it achieves some success, I think.
I should also acknowledge that there is a significant advantage to a SOMEWHAT UNREACTIVE listening room when playing back ambient recordings, namely, that it prevents your listening room from being recording-specific. But I dont think thats the ONLY way to prevent your listening room from being recording-specific (More on that in a future post).
(5) unreactive room, non-ambient recording =
YOU ARE NOWHERE
In my view, the absence of ambient cues in both the recording and the room creates an otherworldly you are nowhere effect, like youre listening in outer space (yes, I know thats impossible).
This may seem like a revision to what I said in my last post, when I agreed with Cbw that the category of weak recorded cues + dead room would result in the illusion that they are here. But I suspect that, when Cbw was referring to dead rooms, he was not referring to COMPLETELY dead rooms. Hence my earlier agreement with him that partially dead rooms (thus partially reactive) could create the illusion that they are here. I am now saying that, to the extent that a room is unreactive, non-ambient recordings will create the experience that you are nowhere.