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9.1 Auro-3D encoded Blu-ray Disc to be released in 2012

post #1 of 17
Thread Starter 
Norwegian music disk house 2L lists the BD version of "SOUVENIR" by TrondheimSolistene (link), to be released in August 2012, as containing five 9.1 Auro-3D encoded tracks. As the BD appears to contain multiple [encode] versions of each track (and the 9.1 Auro-3D encoded tracks are playable as 5.1 LPCM even without a decoder), the current unavailability of any consumer Auro-3D decoder would not seem to be problematic. However, this does suggest that the rumored consumer Auro-3D decoders might actually appear later this year.


Plus the same codec|technology is equally applicable to movies on BD too. biggrin.gif
Edited by SoundChex - 6/22/12 at 4:52pm
post #2 of 17
Red Tails was apparently mixed in 11.1

Only a handful of theaters in the U.S. (none of them anywhere near me) were actually able to present it in 11.1
post #3 of 17
Thread Starter 
Quote:
Originally Posted by Fang Zei View Post

Red Tails was apparently mixed in 11.1
Only a handful of theaters in the U.S. (none of them anywhere near me) were actually able to present it in 11.1
As of March, 2012, apparently 'about 30' theaters worldwide, and "forecast" to be 'about 100' theaters worldwide by the end of 2012 (as stated by the President of Auro-Technologies, in a March 2012 interview at Musikmesse 2012).

EDIT 6/23/2012: I just read the following statement in a European cinema industry trade letter dated June 2012 (link):
Quote:
"Barco say that more than 100 cinema screens have now been equipped with Barco Auro 11.1 sound technology, making it the leading premium cinema sound format worldwide."

In any event, I'm more interested in this instance in the home theater aspects: For example, (per Dolby) a movie mixed in Dolby Atmos could be rendered into an 11.1 Auro-3D "3D surround" configuration for playback in an Auro-3D equipped theater . . . or alternatively just rendered (as 9.1) and encoded on BD in the 9.1 Auro-3D configuration for home theater playback. cool.gif
Edited by SoundChex - 6/24/12 at 10:10am
post #4 of 17
Quote:
Originally Posted by Fang Zei View Post

Red Tails was apparently mixed in 11.1
Only a handful of theaters in the U.S. (none of them anywhere near me) were actually able to present it in 11.1

Having seen Redtails in an 11.1 audio mix in Calabasas, CA, it was hard to get excited at all. In fact, the trailers that preceded the film sounded awesome because they were so immersive.

As to this new Auro-3D mix in 9.1 for home, ho-hum. The actual BR media would have to present something that was extraordinary because with the a well recorded and mixed CD, 9.2 audio with heights is hard to beat.
post #5 of 17
Quote:
Originally Posted by SoundChex View Post

In any event, I'm more interested in this instance in the home theater aspects: For example, (per Dolby) a movie mixed in Dolby Atmos could be rendered into an 11.1 Auro-3D "3D surround" configuration for playback in an Auro-3D equipped theater . . . or alternatively just rendered (as 9.1) and encoded on BD in the 9.1 Auro-3D configuration for home theater playback. cool.gif
The problem is the compatibility between the Dolby Atmos layout and the Auro-3D layout. If, Dolby (which adds top rows only), wants to be compatible with Auro-3D, it will have to add the height layer (at 30° angles) to their setup. It is this heigh layer around the listener, that creates the natural immersive 3D sound.

Also, there is a natural compatibility between all Auro-3D formats (Auro 9.1, 10.1, 11.1) which are controlled during the mix in the Auro-Codec Plug-in.
At home, people don't need the ceiling speakers above their head since in smaller rooms, the height channels at 30° around the listener are key to achieve a full immersive experience at home, similar as an Auro 11.1 system in a large cinema theater.
post #6 of 17
Quote:
Originally Posted by RobinReumers View Post

The problem is the compatibility between the Dolby Atmos layout and the Auro-3D layout. If, Dolby (which adds top rows only), wants to be compatible with Auro-3D, it will have to add the height layer (at 30° angles) to their setup.
It is already supported by Atmos. That is the beauty of object-based content. The playback processor is made aware of every speaker's position in the theater, and it automatically maps the source to them optimally, such as with VBAP. If there is a subjective difference in the spatial perception between Atmos and Auro3D, that can come down to three main causes:

1) The speakers are not optimally positioned or in sufficient numbers to create the best subjective effect.

2) The mixing engineers responded to the specific attributes of the system at hand, emphasizing its unique capabilities, resulting in a soundtrack that does not necessarily translate the intended mix optimally to other "3D" speaker arrangements.

3) Special psychoacoustic processing is added in one system's processor that is not emulated in the other's. (Such as Ambisonics or Trinnov remapping, but the possibilities are much broader.)
Quote:
Also, there is a natural compatibility between all Auro-3D formats (Auro 9.1, 10.1, 11.1) which are controlled during the mix in the Auro-Codec Plug-in.
Object-based playback is inherently compatible with any speaker configuration, and unlike normal downmixing, direct rendering avoids unintended buildup of correlated sounds when electrically downmixed, thus preserving the subtle balances in the mix.
Quote:
At home, people don't need the ceiling speakers above their head since in smaller rooms, the height channels at 30° around the listener are key to achieve a full immersive experience at home, similar as an Auro 11.1 system in a large cinema theater.
I have always found the putting speakers on the medial plane (other than in front of the listener) is a bad idea, whether directly behind (6.1) or overhead. Directionality is ambiguous (subject to reversals). An array of, say, 4 speakers high on the sides is much more effective. They may have to inclined more than 30° however to effectively distinguish their value relative to surrounds that are already somewhat elevated. Perhaps 45°.
post #7 of 17
Quote:
Originally Posted by Roger Dressler View Post

It is already supported by Atmos. That is the beauty of object-based content. The playback processor is made aware of every speaker's position in the theater, and it automatically maps the source to them optimally, such as with VBAP. If there is a subjective difference in the spatial perception between Atmos and Auro3D, that can come down to three main causes:
1) The speakers are not optimally positioned or in sufficient numbers to create the best subjective effect.
2) The mixing engineers responded to the specific attributes of the system at hand, emphasizing its unique capabilities, resulting in a soundtrack that does not necessarily translate the intended mix optimally to other "3D" speaker arrangements.
3) Special psychoacoustic processing is added in one system's processor that is not emulated in the other's. (Such as Ambisonics or Trinnov remapping, but the possibilities are much broader.)
The problem with all of the above is that this is only true for simple objects. The key behind the two separate layers is to use them for ambient sounds where the interaction and correlation between all the speakers is crucial. This is what creates a true 3D listening experience. It is not only about being to pinpoint sounds from a certain direction, it is even more about being enveloped by the sound, like a blanket. This not possible with object-based sound and is actually the most probable reason why Dolby Atmos is hybrid. But there the 'ambient' layer is likely to be limited to the horizontal 7.1 plane only, so not true 3D.
Quote:
Originally Posted by Roger Dressler View Post

Object-based playback is inherently compatible with any speaker configuration, and unlike normal downmixing, direct rendering avoids unintended buildup of correlated sounds when electrically downmixed, thus preserving the subtle balances in the mix.
As said before, this might be true for simple, monophonic objects, but not for ambient sounds. The downmix issues you mention are actually taken care of by the Auro codec because the artist has full control over how this 'downmix' needs to happen.
Quote:
Originally Posted by Roger Dressler View Post

I have always found the putting speakers on the medial plane (other than in front of the listener) is a bad idea, whether directly behind (6.1) or overhead. Directionality is ambiguous (subject to reversals). An array of, say, 4 speakers high on the sides is much more effective. They may have to inclined more than 30° however to effectively distinguish their value relative to surrounds that are already somewhat elevated. Perhaps 45°.
Actually not. Inclining them above 30º indeed makes them more individually noticeable, but that is completely not the point. Experiments have shown that at 30º individual sounds can be distinguished, but that this also generates a sense of envelopment for ambient sounds where the speakers seem to dissapear. The latter does not happen aymore with speakers at 45º where there is a disconnection between the lower and height layers, similar to the font-back disconnection in 5.1 surround.
post #8 of 17
Quote:
Originally Posted by RobinReumers View Post

The problem with all of the above is that this is only true for simple objects. The key behind the two separate layers is to use them for ambient sounds where the interaction and correlation between all the speakers is crucial. This is what creates a true 3D listening experience. It is not only about being to pinpoint sounds from a certain direction, it is even more about being enveloped by the sound, like a blanket. This not possible with object-based sound and is actually the most probable reason why Dolby Atmos is hybrid. But there the 'ambient' layer is likely to be limited to the horizontal 7.1 plane only, so not true 3D.
I think you have made an assumption that objects must be mono. That is like saying channels are mono. They are, but only until you use several of them together. There is no sound that can be delivered by a channel that cannot be delivered by an object equally as well.
Quote:
The downmix issues you mention are actually taken care of by the Auro codec because the artist has full control over how this 'downmix' needs to happen.
Having full control implies that the mix engineer must review each downmix permutation and potentially make some adjustments because the correlation issues are not automatically handled as they are with objects. That affects the production time/cost element.
Quote:
Actually not. Inclining them above 30º indeed makes them more individually noticeable, but that is completely not the point. Experiments have shown that at 30º individual sounds can be distinguished, but that this also generates a sense of envelopment for ambient sounds where the speakers seem to dissapear. The latter does not happen aymore with speakers at 45º where there is a disconnection between the lower and height layers, similar to the font-back disconnection in 5.1 surround.
If the surrounds are some 20º -ish elevation (as in non-ITU home theaters or commercial cinemas) the effect of adding another layer at 30º is rather diminished. No?
Edited by Roger Dressler - 6/25/12 at 12:44pm
post #9 of 17
Thread Starter 
Quote:
Originally Posted by RobinReumers View Post

Actually not. Inclining [height speakers] above 30º indeed makes them more individually noticeable, but that is completely not the point. Experiments have shown that at 30º individual sounds can be distinguished, but that this also generates a sense of envelopment for ambient sounds where the speakers seem to disappear. The latter does not happen anymore with speakers at 45º where there is a disconnection between the lower and height layers, similar to the font-back disconnection in 5.1 surround.

That looks like it might pose a customer education problem for you at Galaxy Studios: It seems to me that a significant element of your target early adopter Home Theater market for Auro-3D must consist of consumers who might already have in-place a pair of Front Height speakers, i.e., users of Dolby Pro Logic IIz, DTS Neo:X, Audyssey DSX (which has a recommended Front Height speaker elevation of 45º), or Yamaha CinemaDSP processors. Those consumers are likely already following (or at least trying to follow) the speaker position guidelines associated with their existing decoder|processor...?!

Hopefully you are going to ensure that licensees of your technology include some detailed instructions that adequately define both optimal and minimally acceptable speaker position parameters for the Auro-3D equipped processors|AVRs they sell...!
_
Edited by SoundChex - 6/25/12 at 5:08pm
post #10 of 17
So, Auro and MDA are object-only, while Dolby Atmos is hybrid (a mixture of objects and "fixed channels"), is that correct?
post #11 of 17
Quote:
Originally Posted by Gill-man View Post

So, Auro and MDA are object-only, while Dolby Atmos is hybrid (a mixture of objects and "fixed channels"), is that correct?
No. Auro3D is channel only. Atmos and MDA can use objects and channels.
post #12 of 17
Ah, OK, thanks. So what's so special about Auro-3D, then? Haven't such "incremental" systems been around for a long time now? (though not put to much use beyond some demos) Isn't the objects approach much more revolutionary, as well as much more flexible? (no [?] loss in quality when "scaling down" for a fewer-loudspeakers setup)
post #13 of 17
Quote:
Originally Posted by Gill-man View Post

Ah, OK, thanks. So what's so special about Auro-3D, then? Haven't such "incremental" systems been around for a long time now? (though not put to much use beyond some demos) Isn't the objects approach much more revolutionary, as well as much more flexible? (no [?] loss in quality when "scaling down" for a fewer-loudspeakers setup)
Good questions.
Auro3D has a means to carry their height channels downmixed into a standard 5.1 PCM payload. But since current D-Cinema specs already define up to 16 channels of 48 kHz 24-bit PCM, and there's room on the DCP HDD's for that plus a standard 5.1 mix, it makes one wonder.
post #14 of 17
Quote:
Originally Posted by Gill-man View Post

So, Auro and MDA are object-only, while Dolby Atmos is hybrid (a mixture of objects and "fixed channels"), is that correct?

To expand on what Roger said, both Atmos and MDA can be called "hybrid" technologies. Either one can be fully object-based or fully channel-based, or some mix of the two, depending on what the mixer wants. The hybrid approach is always going to be necessary, because any movie soundtrack will have some audio elements (for example, ambient noises that are supposed to fill the entire soundscape) that don't make sense to encode as discrete objects.
post #15 of 17
Thread Starter 
Here's a 6/30/2012 article on cineserver.org, "3D sound: the voice of god" (link), that again enumerates the currently emerging theatrical 3D audio technologies (limited to Dolby Atmos, Auro-3D 11.1, imm sound, and IOSONO, for the purposes of the article). Although it's light on technical details|differences, this article should serve to remind us that gaining widespread success for any one of these technologies really depends on the viability of the business model it creates . . . at least once it's agreed the technology itself delivers 'some' added-value to the consumer's theatrical audio experience of the movie...

Because additional movie revenues also derive from OTA|cable, streaming, and DVD|BD sales, that should prompt the question of just how well (and how soon) can that added theatrical experience available from 3D audio technology be "replicated" in the Home Theater environment in order to increase (home movie) sales based on exploitation of the (new) technology...?!
_
Edited by SoundChex - 7/3/12 at 3:12pm
post #16 of 17
Thread Starter 
Quote:
Originally Posted by SoundChex View Post

Because additional movie revenues also derive from OTA|cable, streaming, and DVD|BD sales, that should prompt the question of just how well (and how soon) can that added theatrical experience available from 3D audio technology be "replicated" in the Home Theater environment in order to increase (home movie) sales based on exploitation of the (new) technology...?!

Although they do not indicate any time frame in this interview, "DATASAT RS20i - Bringing real cinema sound into the home" (link), management at DATASAT seem to make a commitment to port the 11.x Auro-3D decoder from their theatrical sound processor to its "high end" Home Theater sibling, the RS20i.

(Given the RS20i's price point, I know I'll need to look elsewhere to find an affordable 11.x Auro-3D decoder for my own system! biggrin.gif)
_
Edited by SoundChex - 7/5/12 at 1:24am
post #17 of 17
Quote:
Originally Posted by SoundChex View PostAlthough they do not indicate any time frame in this interview, "DATASAT RS20i - Bringing real cinema sound into the home" (link), management at DATASAT seem to make a commitment to port the 11.x Auro-3D decoder from their theatrical sound processor to its "high end" Home Theater sibling, the RS20i(Given the RS20i's price point, I know I'll need to look elsewhere to find an affordable 11.x Auro-3D decoder for my own system! biggrin.gif)
_

 

May be one day it will trickle down to the masses like me :) $30K for a processor ouch!!

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