Video: Get it in the mixer! Achieving better audio immersiveness


Immersive audio is pretty much standard for premium sports coverage and can take many forms. Typically, immersive audio is explained as ‘better than surround sound’ and is often delivered to the listener as object audio such as AC-4. Delivering audio as objects allows the listener’s decoder to place the sounds appropriately for their specific setup, whether they have 3 speakers, 7, a ceiling bouncing array or just headphones. This video looks at how these can be carefully manipulated to maximise the immersiveness of the experience and is available as a binaural version.

This conversation from SVG Europe, hosted by Roger Charlseworth brings together three academics who are applying their research to live, on-air sports. First to speak is Hyunkook Lee who discusses how to capture 360 degree sound fields using microphone arrays. In order to capture audio from all around, we need to use multiple microphones but, as Hyunkook explains, any difference in location between microphones can lead to a phase difference in the audio. This can be perceived as a delay in audio between two microphones gives us the spatial sound of the audio just as the spacing of our ears helps us understand the soundscape. This effect can be considered separately in the vertical and horizontal domain, the latter being important.

Talking about vertical separation, Hyunkook discusses the ‘Pitch-Height’ effect whereby the pitch of the sound affects our perception of its height rather than any delays between different sound sources. Modulating the amplitude, however, can be effective. Now, when bringing together into one mix multiple versions of the same audio which have been slightly delayed, this produces comb filtering of the audio. As such, a high-level microphone used to capture ambience can colour the overall audio. Hyunkook shows that this colouration can be mitigated by reducing the upper sound by 7dB which can be done by angling the audio up. He finished by playing his binaural recordings recorded on his microphone arrays. A binaural version of this video is also available.

Second up, is Ben Shirley who talks about supporting the sound supervisor’s mix with AI. Ben highlights that a sound supervisor will not just be in charge of the main programme mix, but also the comms system. As such, if that breaks – which could endanger the wider production – their attention will have to go to that rather than mixing. Whilst this may not be so much of an issue with simpler games, when producing high-end mixes with object audio, this is very skilled job which requires constant attention. Naturally, the more immersive an experience is, the more obvious it is when mistakes happen. The solution created by Ben’s company is to use AI to create a pitch effects mix which can be used as a sustaining feed which covers moments when the sound supervisor can’t give the attention needed, but also allows them more flexibility to work on the finer points of the mix rather than ‘chasing the ball’.

The AI-trained system is able to create a constant-power mix of the on-pitch audio. By analysing the many microphones, it’s also able to detect ball kicks which aren’t close to any microphones and, indeed, may not be ‘heard’ by those mics at all. When it detects the vestiges of a ball kick, it has the ability to pull from a large range of ball kick sounds and insert on-the-fly in place of the real ball kick which wasn’t usefully recorded by any mic. This comes into its own, says Ben, when used with VR or 360-degree audio. Part of what makes immersive audio special is the promise of customising the sound to your needs. What does that mean? The most basic meaning is that it understands how many speakers you have and where they are meaning that it can create a downmix which will correctly place the sounds for you. Ideally, you would be able to add your own compression to accommodate listening at a ‘constant’ volume when dynamic range isn’t a good thing, for instance, listening at night without waking up the neighbours. Ben’s example is that in-stadium, people don’t want to hear the commentary as they don’t need to be told what to think about each shot.

Last in the order is Felix Krückels who talks about his work in German football to better use the tools already available to deal with object audio in a more nuanced way, improving the overall mix by using existing plugins. Felix starts by showing how the closeball/field of play mic contains a lot of the audio that the crowd mics contain. In fact, Felix says the closeball mic contains 90% of the crowd sound. When mixing that into stereo and also 5.1 we see that the spill in the closeball mic, we can get colouration. Some stadia have dedicated left and right crowd mics. Felix then talks about personalisation in sound giving the example of watching in a pub where there will be lots of local crowd noise so having a mix with lots of in-stadium crowd noise isn’t helpful. Much better, in that environment, to have clear commentary and ball effects with a lower-than-normal ambience. Felix plays a number of examples to show how using plugins to vary the delays can help produce the mixes needed.

Watch now!
Binarual Version
Speakers

Felix Krückels Felix Krückels
Audio Engineer,
Consultant and Academic
Hyunkook Lee Hyunkook Lee
Director of the Centre for Audio and Psychoacoustic Engineering,
University of Huddersfield
Ben Ben Shirley Ben Shirley
Director and co-Founder at Salsa Sound and Senior Lecturer and researcher in audio technology,
University of Salford
Roger Charlesworth Moderator: Roger Charlesworth
Independent consultant on media production technology

Video: Next Generation TV Audio

Often not discussed, audio is essential to television and film so as the pixels get better, so should the sound. All aspects of audio are moving forward with more processing power at the receiver, better compression at the sender and a seismic shift in how audio is handled, even in the consumer domain. It’s fair to say that Dolby have been busy.

Larry Schindel from Linear Acoustic is here thanks to the SBE to bring us up to date on what’s normally called ‘Next Generation Audio’ (NGA). He starts from the basics looking at how audio has been traditionally delivered by channels. Stereo sound is delivered as two channels, one for each speaker. The sound engineer choosing how the audio is split between them. With the move to 5.1 and beyond, this continued with the delivery of 6, 8 or even more channels of audio. The trouble is this was always fixed at the time it went through the sound suite. Mixing sound into channels makes assumptions on the layout of your speakers. Sometimes it’s not possible to put your speakers in the ideal position and your sound suffers.

Dolby Atmos has heralded a mainstream move to object-based audio where sounds are delivered with information about their position in the sound field as opposed to the traditional channel approach. Object-based audio leaves the downmixing to the receiver which can be set to take into account its unique room and speaker layout. It represents a change in thinking about audio, a move from thinking about the outputs to the inputs. Larry introduces Dolby Atmos and details the ways it can be delivered and highlights that it can work in a channel or object mode.

Larry then looks at where you can get media with Dolby Atmos. Cinemas are an obvious starting point, but there is a long list of streaming and pay-TV services which use it, too. Larry talks about the upcoming high-profile events which will be covered in Dolby Atmos showing that delivering this enhanced experience is something being taken seriously by broadcasters across the board.

For consumers, they still have the problem of getting the audio in the right place in their awkward, often small, rooms. Larry looks at some of the options for getting great audio in the home which include speakers which bounce sound off the ceiling and soundbars.

One of the key technologies for delivering Dolby Atmos is Dolby AC-4, the improved audio codec taking compression a step further from AC-3. We see that data rates have tumbled, for example, 5.1 surround on AC-3 would be 448Kbps, but can now be done in 144kbps with AC-4. Naturally, it supports channel and object modes and Larry explains how it can deliver a base mix with other audio elements over the top for the decoder to place allowing better customisation. This can include other languages or audio description/video description services. Importantly AC-4, like Dolby E, can be sent so that it doesn’t overlap video frames allowing it to accompany routed audio. Without this awareness of video, any time a video switch was made, the audio would become corrupted and there would be a click.

Dolby Atmos and AC-4 stand on their own and are widely applicable to much of the broadcast chain. Larry finishes this presentation by mentioning that Dolby AC-4 will be the audio of choice for ATSC 3.0. We’ve covered ATSC 3.0 extensively here at The Broadcast Knowledge so if you want more detail than there is in this section of the presentation, do dig in further.

Watch now!

Speaker

Larry Schindel Larry Schindel
Senior Product Manager,
Linear Acoustic

Video: How speakers and sound systems work: Fundamentals, plus Broadcast and Cinema Implementations

Many of us know how speakers work, but when it comes to phased arrays or object audio we’re losing our footing. Wherever you are in the spectrum, this dive into speakers and sound systems will be beneficial.

Ken Hunold from Dolby Laboratories starts this talk with a short history of sound in both film and TV unveiling the surprising facts that film reverted from stereo back to mono around the 1950s and TV stayed mono right up until the 80s. We follow this history up to now with the latest immersive sound systems and multi-channel sound in broadcasting.

Whilst the basics of speakers are fairly widely known, Ken with looking at how that’s set up and the different shapes and versions of basic speakers and their enclosures then looking at column speakers and line arrays.

Multichannel home audio continues to offer many options for speaker positioning and speaker type including bouncing audio off the ceilings, so Ken explores these options and compares them including the relatively recent sound bars.

Cinema sound has always been critical to the effect of cinema and foundational to the motivation for people to come together and watch films away from their TVs. There have long been many speakers in cinemas and Ken charts how this has changed as immersive audio has arrived and enabled an illusion of infinite speakers with sound all around.

In the live entertainment space, sound, again, is different where the scale is often much bigger and the acoustics so much different. Ken talks about the challenges of delivering sound to so many people, keeping the sound even throughout the auditorium and dealing with delay of the relatively slow-moving sound waves. The talk wraps up with questions and answers.

Watch now!

Speakers

Ken Hunold Ken Hunold
Sr. Broadcast Services Manager, Customer Engineering
Dolby Laboratories, Inc.

Meeting: Audio over IP and the Future of Radio

Meeting: Thursday 12th April 2018 | 18:00 for an 18:30 start. Ample refreshments from 18:00.
Location: Palmerston Lecture Theatre, The Spark, Southampton Solent University, SO14 0YN
Click here to register in advance

Two presentations from BBC Research and development, by Chris Baume and Jamie Laundon at a joint event from AES South and SMPTE South Section.

Chris Baume: The Mermaid’s Tears – creating the world‘s first live interactive object-based radio drama

Object-based audio is a revolutionary approach to broadcasting that enables the production and delivery of immersive, interactive and accessible listening experiences. Chris will start by presenting an overview of the opportunities and challenges of object-based audio. He will describe how BBC R&D designed and built an experimental radio studio and an end-to-end object-based broadcast chain. Finally, he will discuss how the studio was used to deliver the world’s first live interactive object-based radio drama, as part of the Orpheus collaborative project.

Chris Baume is a Senior Research Engineer at BBC R&D in London, where he leads the BBC’s research into audio production tools and the BBC’s role in the Orpheus EU H2020 project. His research interests include semantic audio analysis, interaction design, object-based audio and spatial audio. Chris is a Chartered Engineer and a PhD candidate at the Centre for Vision, Speech and Signal Processing at the University of Surrey.

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Jamie Laundon: Audio over IP and AES67 – learning to play nicely together

As AoIP becomes commonplace across the industry, the BBC’s Jamie Laundon provides an informative summary of the current state of IP audio in the radio studio, how the latest update to AES67 improves interoperability, and how Plugfests are used to identify and resolve issues between different systems. He will also walk us through an example installation to discuss the various options and decisions you need to make to make your next installation fully IP.

Jamie Laundon is a Senior Technologist at BBC Design and Engineering. He delivers complex technology projects for the BBC’s national radio networks, with a focus on connectivity, workflow design, metadata and networked audio. His 16 year radio career began within UK commercial radio at Heart and LBC in London, before becoming Technical Manager at Galaxy Radio in Yorkshire. He later joined Radio Computing Services (RCS) as an integration specialist working with radio networks across Europe and the Middle East. Jamie is a member of the Engineering innovation team researching BBC Radio’s next-generation “Internet Fit Radio Studios”, with a focus on networked audio interoperability.

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