Immersive Audio Coding for Virtual Reality Using a Metadata-assisted Extension of the 3GPP EVS Codec

D. McGrath, S. Bruhn, H. Purnhagen, Michael Eckert, Juan Torres, Stefanie Brown, Dan Darcy
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引用次数: 3

Abstract

Virtual Reality (VR) audio scenes may be composed of a very large number of audio elements, including dynamic audio objects, fixed audio channels and scene-based audio elements such as Higher Order Ambisonics (HOA). Potentially, the subjective listening experience may be replicated using a compact spatial format with a set number of dynamic objects and scene-based elements, retaining only the perceptual essence of the audio scene. The compact format would further enable a reduction in the complexity of subsequent compression and rendering. This paper investigates these hypotheses by exploring the use of a compact format that consists of up to four dynamic objects and nine HOA channels, with the Enhanced Voice Services (EVS) codec being applied to a 4-channel down-mix of the compact format.
使用元数据辅助扩展的3GPP EVS编解码器的虚拟现实沉浸式音频编码
虚拟现实(VR)音频场景可以由非常大量的音频元素组成,包括动态音频对象、固定音频通道和基于场景的音频元素,如高阶立体声(HOA)。潜在地,主观聆听体验可以使用紧凑的空间格式与一定数量的动态对象和基于场景的元素来复制,只保留音频场景的感知本质。紧凑格式将进一步减少随后的压缩和呈现的复杂性。本文通过探索由多达4个动态对象和9个HOA通道组成的压缩格式的使用来研究这些假设,并将增强型语音服务(EVS)编解码器应用于压缩格式的4通道下混。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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