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Hi, my name is R.R. Perkins.

I’ve been an acoustic engineer, sound designer, and audio producer for the last fifteen-plus years.

It is my hope that through this blog you can gain some valuable insight(s) into the potentials of spatial audio within emerging immersive AR/VR technologies and enjoy some of the content.

Newly Standardized Immersive Sound Extension Tools for MPEG‐H 3D

Newly Standardized Immersive Sound Extension Tools for MPEG‐H 3D

Supporting up to 64 loudspeaker channels, 128+ codec core channels,, and binaural rendering, this paper proposes a new set of pre‐encoding extension tools to improve audio quality.

An October 2016 article featured in the ETRI Journal introduced new extension tools for “MPEG Surround, which was recently adopted as MPEG‐H 3D Audio tools by the ISO/MPEG standardization group”, which was experiencing some setbacks with the transition in audio quality. Since MPEG‐H 3D audio was recently adopted from “surround”, which is a another format with a different coding process from 3D audio/ambisonics, the original MPEG surround technology was implemented, not accounting for some of the quality issues a large amount of input signals can do while compressing the already low bitrate.

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A large number of audio objects and channels should be accommodated within a single bitstream, and thus MPEG‐H 3D Audio requires a more efficient compression tool…the proposed extension can be adopted as a tool for the pre‐encoding system used by MPEG‐H 3D Audio.

You can find the full article here.

Beack, S., Sung, J., Seo, J., & Lee, T. (2016). MPEG Surround Extension Technique for MPEG-H 3D Audio. ETRI Journal,38(5), 829-837. doi:10.4218/etrij.16.2615.0014

The Flexibility Behind Mach1's Spatial Audio Format

The Flexibility Behind Mach1's Spatial Audio Format

The Effects of Bitrate Per Channel & Compression on Localization Accuracy

The Effects of Bitrate Per Channel & Compression on Localization Accuracy