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作者机构:School of Electrical Engineering University of New South Wales Australia Royal Institute of Technology Stockholm Sweden Parallel Computing Lab UC Berkeley CA United States Electronic Media Technology Electronic Media Technology Management United States Electrical Engineering University of Hannover Hannover Germany
出 版 物:《SMPTE Motion Imaging Journal》 (SMPTE Motion Imaging J.)
年 卷 期:2016年第125卷第9期
页 面:16-24页
核心收录:
学科分类:0810[工学-信息与通信工程] 0809[工学-电子科学与技术(可授工学、理学学位)] 08[工学] 070206[理学-声学] 0804[工学-仪器科学与技术] 0835[工学-软件工程] 0803[工学-光学工程] 0702[理学-物理学] 0812[工学-计算机科学与技术(可授工学、理学学位)]
主 题:Loudspeakers
摘 要:Scene-based audio uses a sound-field technology called higher-order ambisonics (HOA) to create holistic descriptions of both live-captured and artistically created sound scenes that are independent of specific loudspeaker layouts. For efficient representation, the audio can be carried as a set of PCM channels that contain predominant sounds and ambience in separate tracks. Standard audio bandwidth-compression techniques can then be applied to the PCM channels. This approach is in contrast to conventional channel-based sound representations in which one signal is used for each loudspeaker of a target reproduction system, with the implication that upmixing or downmixing is required when loudspeaker configurations other than the intended one are used for actual reproduction. This paper examines how, with scene-based audio, there can be satisfactory reproduction of immersive sound at bitrates corresponding to the equivalent of only six channels, whereas an alternative sound-field method that exclusively employs audio objects typically involves much higher bitrates. © 2002 Society of Motion Picture and Television Engineers, Inc.