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Bringing the ‘Voice of God’ to TV Audio
11/19/2012
LOS ANGELES—The addition of speaker
channels above the familiar 5.1 or 7.1
surround sound array can recreate an exceptionally
lifelike ambient soundfield,
and enables much more accurate localization
of aerial objects, such as helicopters.
Although surround sound has taken an
evolutionary step over the past decade
by adding a “height” component to the
traditional horizontal configuration of
loudspeakers, more recent advances in
3D video have led to the emergence of a
variety of 3D sound schemes.
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SRS Labs introduced its Multi-Dimensional Audio platform in January. With MDA, sound objects move through full 3D time and space without dependence on limited and conventional available channels using any type of speaker configuration. |
But for some, 3D sound is a misnomer:
“I think ‘immersive’ is a good way of looking
at it,” said Jeff Levison, vice president of
cinema and entertainment systems with Iosono,
a provider of 3D audio technology, at
the recent AES Convention in San Francisco.
As Wieslaw Woszczyk, James McGill
professor, director, recording studios, at
Montreal’s McGill University, noted during
one session, height is not a new thing.
“Probably the best surround sound with
height experience was with the cavemen;
imagine spaces that were naturally
shaped that provided sound from above
and below,” he said, also noting that the
dome of the Hagia Sofia in Istanbul, completed
in 537 CE, “has natural amplification
of sound coming from above.”
A MORE ‘IMMERSIVE EXPERIENCE’
Stereo, 5.1 and 7.1 configurations are
all capable of producing encompassing
sound, but even before the advent of
practical 3D picture delivery, surround
sound system developers were exploring
ways of adding height information
for a more immersive experience. One
early example, IMAX, offered the opportunity
for a center upper “voice of God”
channel. In 1999, Dolby Laboratories pioneered
height reproduction with Dolby
Digital Surround EX, which for the first
time allowed sounds to be panned overhead
through the addition of a center rear
channel.
Audio expert Tomlinson Holman (now
with Apple), included front left and right
height channels in his 10.2 scheme, which
was introduced in 2001 and was made
commercially available via Audyssey DSX
(Dynamic Surround Expansion) in 2009.
Dolby Labs, too, introduced its Prologic
IIz codec a few years ago, adding similar
height channels to standard 5.1 and 7.1
configurations. DTS launched its own
11.1 format, DTS Neo:X, which includes
height channels, in early 2011.
Channel counts of the aforementioned
configurations are currently somewhat
limited by what can be squeezed into the
respective discrete or matrix-ed codec
technologies, but new object-based formats
have greatly expanded the possibilities.
In these schemes, sounds are mapped
into three-dimensional space, and each
audio object, whether it appears for a
brief moment or continues for the full
length of the soundtrack, is accompanied
by metadata describing its spatial position.
Object-based methods allow sounds
to move through, or be positioned anywhere
in space, including on the height
axis; but since they are not channel-based,
they will typically also reproduce on systems
with fewer loudspeakers, such as traditional
5.1 and 7.1 layouts.
Iosono, for example, a German company
that was spun off from Fraunhofer
DMT (Digital Media Technologies), supports
as many as 380 separate speakers,
but can still translate effectively with far
fewer. “Fifty to 60 speakers give extremely
reasonable results in cinema. With a triangulated
array you can move things around
on the ceiling and have it sound the same
from anywhere in the room,” said Levison.
The new Dolby Atmos format allows
for up to 128 channels and 64 discrete
speaker feeds. The Multi-Dimensional Audio
platform unveiled by SRS Labs in January
2012 is an open source scheme—essentially
PCM plus metadata, rather than a
codec—that can be mapped to any speaker
layout, current or future, according to
the company.
Very recently introduced, Spheraudio
Upmix Powered by Illusonic, a collaboration
between Digital Media Solutions of
France and Illusonic, a European spatial
audio company, supports layouts from 7.1
to 65.2. Also vying for a foothold in the
burgeoning immersive sound market is
Auro-3D from Auro Technologies, a spinoff
from Belgium’s Galaxy Studios that is
backed by Barco, and which supports layouts
up to 13.1.
AUDIO FOR SUPER HI-VISION
These immersive sound systems have
thus far been used almost exclusively for
cinema or special event presentations,
and in many cases are also aimed at the
lucrative automotive market. It remains to
be seen whether any of them will be integrated
into global broadcast standards.
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Kimio Hamasaki |
Meanwhile, NHK, Japan’s national public
broadcaster, has been developing a
system capable of transmission into the
home. First made public in 2005, the immersive
sound component of Super Hi-
Vision (SHV), which also includes the 8K
UHDTV picture format, 22.2 is also known
as “Hamasaki 22.2,” after Kimio Hamasaki,
senior research engineer, NHK Science &
Technology Research Laboratories.
“We don’t want to put 24 speakers
in your room,” said Hamasaki at AES last
month. Hamasaki vocalized one of the
main challenges to wider acceptance of
any surround format in the home—how
and where to install all of the required
loudspeakers, especially in the average
Japanese home, with its limited real estate.
There is a matrix within the 22.2 format
for downmixing to smaller speaker
layouts, but NHK is also developing a
speaker array frame, according to Hamasaki.
The frame, which fits around the
screen, houses almost 100 tiny speakers,
and also very effectively reproduces 5.1,
he noted.
As Hamasaki explained, the optimum
positioning of the speakers for the 22.2
layout was arrived at following extensive
research. The configuration comprises
nine upper speakers, including one center
overhead channel, 10 ear-level speakers,
plus three channels across the foot of
the screen, to reproduce such effects as
footsteps, car tires, or other objects falling
on the ground.
NHK has conducted numerous experimental
broadcasts with SHV, but its largest
to date was during the London 2012
Olympics. The broadcaster has been collaborating
with BBC Research and Development
for four years, and shipped almost
every piece of its SHV-related equipment
to London for the Games.
Such cutting edge technology has required
the development of an entirely
new toolset for production and post production
capable of handling 3D panning,
mixing and processing. For instance, Woszczyk,
McGill University’s Brett Leonard
and others have collaborated on Space
Builder, an impulse response-based 3D
ambience processor. NHK shipped its
custom-built, 600-channel Fairlight Constellation
mixing console platform to London.
The broadcaster has also developed
point source, a 24-channel microphone,
for instance. It is currently 60 cm (nearly
two feet) in diameter, said Hamasaki, but
NHK is working on a version that is only
45 cm (roughly 18 inches).
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