Much 5.1/6.1 content, like stereo, is sourced by panning close microphone signals. The presentation pretends the “sound sources are here,” where spatiality is that of the listening room and thus non-varying. However, realistic, immersive, compelling reproduction of music, movie atmospheres, and gaming effects requires preserving spatiality and directionality-dependent tone color of both direct sounds and acoustic reflections. The extent to which convolution with room impulse responses can contribute not just diffuse ambience but "realistic" tone color is considered. New recording techniques are explored, applicable compatibly to 5.1/6.1 where reproduction is a 2D horizontal circle of speakers, to stereo (including personal devices using earphones e.g. iPod), and to future 3D, where the listener is again at the center of the sphere of natural hearing.
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