Immersive Audio Coding for Virtual Reality Using a Metadata-assisted Extension of the 3GPP EVS Codec
David McGrath, Stefan Bruhn, Heiko Purnhagen, Michael Eckert, Juan Torres, Stefanie Brown, Dan Darcy
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.
BibTeX
@inproceedings{icassp2019_immersiveaudioco,
title = {Immersive Audio Coding for Virtual Reality Using a Metadata-assisted Extension of the 3GPP EVS Codec},
author = {David McGrath and Stefan Bruhn and Heiko Purnhagen and Michael Eckert and Juan Torres and Stefanie Brown and Dan Darcy},
booktitle = {ICASSP 2019},
year = {2019}
}