IEEE CTCN 2016-06-22 Object-based Audio for Home Theater ... · and Video Games Presented to the...

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Object-based Audio for Home Theater Systems and Video Games Presented to the IEEE Central Texas ConsultantsNetwork by Sergio Liberman 2016-06-22

Transcript of IEEE CTCN 2016-06-22 Object-based Audio for Home Theater ... · and Video Games Presented to the...

Page 1: IEEE CTCN 2016-06-22 Object-based Audio for Home Theater ... · and Video Games Presented to the IEEE Central Texas Consultants Network by Sergio Liberman 2016-06-22. ... video games

Object-basedAudioforHomeTheaterSystems

andVideoGamesPresentedtothe

IEEECentralTexasConsultantsNetworkby

SergioLiberman2016-06-22

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Abstract

Home theater systems have seen great advanced invideo quality with 4K resolution, 3D and highdynamic range with the recently introduced UltraHD and Dolby VisionTM.The correspondent advances for the soundtrackuses object-based audio technology to offer 3D-likesound fields. This presentation will discuss DolbyAtmos® and DTS:X® object-based audio, and theapplications for home theater, video games andmobile.

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Object-BasedAudio

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ObjectvsChannelBasedAudio

• Channel-basedaudioformatisfundamentallylimitedbecauseitiscreatedtoplaybackonaspecificspeakerarrayconfiguration.Expandingthesystembyaddingmorespeakersdonotresultinbetteraudiofield.

• Ifamovieismixedfora5.1speakerconfiguration,ithasjusttheinformationrequiredtoplaybacktofivespeakers,setinpredefinedlocations,andonesubwoofer.Thereisnoinformationforadditionalspeakers.Thespeakerpositionsarerigidlydefined.

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ObjectvsChannelBasedAudio

• Objectbasedaudioisnotlockedtoacertainnumberofspeakers.Instead,theaudiodatacarriesadditionalinformationabouttheaudioobjectstoallowthefinalaudiorenderingtooccurattheprocessorinthelivingroom,usingtheparticularspeakerconfiguration.

• InDolbyAtmosandDTS:X,eachsoundinamoviescene—agunshotorascream,forinstance—canbeanobject.Filmmakerscanpreciselyspecifywherethosesoundobjectsshouldappearinthe3Dacousticspaceandhowtheyshouldmovearound.

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Object-basedAudioCodecs

• Dolby Atmos• DTS:X• Auro 3D• MPEG-H

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3DAudioinHomeTheater

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DOLBYATMOS®FEELEVERYDIMENSIONTM

“DolbyAtmostransportsyouintothestorywithmovingaudiothatflowsallaroundyouwith

breathtakingrealism.”

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DTS:X®EXPERIENCEDTS:X

“DTS:X places sound where it would occurnaturally in space, creating the most lifelike,multi-dimensional audio experience ever. Beprepared — this improved immersion andheightened realism makes horror movies scarier,comedies more laugh-out-loud, and car chasescenes even more intense.”

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EvolutionofHomeTheaterAudio(Dolby)

• Mono: one Front speaker (C)• Stereo: two Front speakers (L, R)• Dolby Prologic: three Front speakers (L, C, R), plus rear

surround.• Dolby Digital 5.1 surround sound - Front speakers (L, C, R)

and Surround speakers (LS and RS), plus effects channel.• Dolby Surround 7.1 - Front speakers (L, C, R), Surround

speakers (LS and RS), Rear Surround (RLS and RRS), pluseffects channel. May get to 9.1 with the addition of twofront height speakers.

• Dolby Atmos – builds on top of Dolby Surround 7.1, addingoverhead speakers, from 5.1.2 up to 9.1.2 speakerconfigurations.

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DolbyAtmosandDTS:XChannelandObjectAudioHybrids

• Dolby Atmos adds object based audio tochannel based Dolby Digital Plus. Assumesspecific speaker arrays to reduce complexity.

• DTS:X also adds object based audio to DTSchannel audio streams. However, DTS:X allowsarbitrary speaker array configurations formore flexibility.

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5.1SpeakerArray

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5.1.2AtmosCeilingSpeakerArray

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5.1.2AtmosEnabledSpeakerArray

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9.1SpeakerArray

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9.1.2AtmosSpeakerArray

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YamahaYSP-5600DolbyAtmosEnabledSoundBar

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WhatequipmentisrequiredforDolbyAtmosandDTS:Xplayback?

• Blu-rayplayer– existingBlu-rayplayersarecompatible.

• Soundbar– mustbeequippedwithDolbyAtmosand/orDTS:Xdecoders,andtheadditionalheightspeakers.

• A/VReceiver– mustbeequippedwithDolbyAtmosand/orDTS:Xdecoders.

• Speakers:additionalheightspeakersorDolbyAtmosEnabledspeakersarerequired.

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DolbyAtmosandDTS:XBlu-RayDiscs

• DolbyAtmos:– http://www.dolby.com/us/en/experience/dolby-atmos/bluray-and-streaming.html

• DTS:X:– http://dts.com/dtsx

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Formoreinformation

• http://dts.com/dtsx• http://www.dolby.com/us/en/brands/dolby-atmos.html

DolbyAtmosatthemovietheater:• http://www.dolby.com/us/en/experience/dolby-

atmos/movies.htmlDolbyAtmosmovietheatersintheAustinarea:• EVOEntertainmentCenter,3200KyleCrossing,KyleTX78640• Santikos MayanPalace,1918S.W.MilitaryDrive,SanAntonio

TX78221

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3DAudioinGames

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3DAudioinGames• Object-basedaudioofferstheflexibilityrequiredforsound

eventsingames.• Beingfreeoftherestrictionsofchannel-basedaudioallows

precisepositioningoftheaudioeventsinthe3Dacousticspace,tailoredtotheend-pointspeakerorheadphonesystemconfiguration.

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3DAudioinGames“Avideogame'saudiosceneismadeupofmanyindependentaudioobjects,liketheenginesofashipflyingaboveyouorweaponsfiringattargetspastyourhead.Traditionalaudiotechnologiesrequiregamesounddesignerstoflattenthethree-dimensionalaudiointoatwo-dimensionalplane,losingvaluablepositioninginformationintheprocess.ButDolbyAtmosremovesthisbarrier.Forthefirsttime,thethree-dimensionalaudiosceneispreserved,soyou'rerightinthemiddleoftheaction.Now,notonlycanyoucanheartheenemyinfrontandbehindyou,butaboveyouaswell—givingyouacompetitiveadvantage.”

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StarWarsBattlefrontwithDolbyAtmos

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3DAudioinHeadphones

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Head-relatedTransferFunction

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3DAudioinHeadphones• Ahead-relatedtransferfunction(HRTF)isaresponsethatcharacterizeshowanearreceivesasoundfromapointinspace;apairofHRTFsfortwoearscanbeusedtosynthesizeabinauralsoundthatseemstocomefromaparticularpointinspace.

• Humanshavejusttwoears,butcanlocatesoundsinthreedimensions– inrange(distance),indirectionaboveandbelow,infrontandtotherear,aswellastoeitherside.Thisispossiblebecausethebrain,innerearandtheexternalears(pinna)worktogethertomakeinferencesaboutlocation.

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3DAudioinHeadphones• DolbyHeadphone• DTSHeadphone:X• SmythRealiser

TheRealiserprovidesanexperienceinwhichmultichannel(orstereo)recordingsoundsareindistinguishablythroughheadphonesasitdoesthroughaloudspeakerarrayinarealroom.TheRealiserappliesHRTFstomultichannelsoundtodrivetheheadphones.TheRealiseremploysthreecriticalcomponentsnotseenintheotherproducts:

• personalization• headtracking• thecaptureofthepropertiesofanyreallisteningspaceand

soundsystem.

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SignalProcessingPlatformsforDevelopmentand

Implementation

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MomentumDataSystemsEQ1• DevelopmentplatformforDolbyAtmosandDTS:X• UsesstandardDA8xxTItools(CCS,PA,Linux,etc.)• MultiDSPsystem:

– ThreeTIDSPchips:DA830+2xDA808– ARM926+3xC647xDSPcores@456MHz– 12-channelanalogin,24-channelanalogout.– HDMII/O

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MDSEQ1BlockDiagram

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MDSAPM-89L

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• APM-89LprocessormoduleforDolbyAtmosandDTS:Xdecoding

• TwoDSPchips:DA830+DA810

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MDSEVMD• DolbyAtmosandDTS:XdemoplatformfortheAPM-89Lprocessormodule.

• 8-channelanalogin,16-channelanalogout.• HDMII/O

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ThankYou

Myname:SergioLibermanMyemail:[email protected]

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