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Coding Backward Compatible Audio Objects with Predictable Quality in a Very Spatial Way

A gradual transition from channel-based to object-based audio can currently be observed throughout the film and the broadcast industries. One paramount example of this trend is the new MPEG-H 3D Audio standard, which is under development. Other object-based standards in the market place are DTS:X and Dolby Atmos. In this engineering brief a newly developed prototype of an object-based audio coding system is introduced and discussed in terms of its technical characteristics. The codec can be of use everywhere where a given sound scene is to be rerendered according to the listener’s preference or environment in a backward compatible manner. The areas of application cover not only interactive music listening or remixing, but also location-dependent, immersive, and 3D audio rendering.

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The Engineering Briefs at this Convention were selected on the basis of a submitted synopsis, ensuring that they are of interest to AES members, and are not overly commercial. These briefs have been reproduced from the authors' advance manuscripts, without editing, corrections, or consideration by the Review Board. The AES takes no responsibility for their contents. Paper copies are not available, but any member can freely access these briefs. Members are encouraged to provide comments that enhance their usefulness.

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