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Nowadays Stereophony and other principles of spatial audio reproduction like Ambisonics, Binaural and Wave Field synthesis seem to compete with each other in order to aim at certain targets. With the popularity of VR, the topic of spatial audio reproduction has gained tremendous momentum and many people, not only sound engineers, are involved. Well-known stereophonic techniques are sometimes considered inappropriate with the current reincarnation of Ambisonics and tetrahedral coincident microphones. Often enough, however, it is forgotten that it still requires good sound engineering in the production for 3D-Audio and VR. It is shown that in many cases still stereophony is the appropriate choice, even for 3D audio and VR. In this workshop, both theory and many examples will be presented.