HWM Singapore – June 2019

(lily) #1

we want to let people know how
immersive audio is attractive. So, we
choose the music streaming format.
That was the  rst motivation for us.


And this will work with all
speakers and headphones?
How is it that it works with all
headphones/speakers without
any special calibration?
 Nageno: We’ve introduced just
the technical concept at CES,
so no concrete product plan
has been established yet. But
basically, it has the possibility
to reproduce 360 RA with
speakers or headphones;
any kind of audio


reproduction systems. Technically
it’s possible.

What’s the hardest part of
developing 360-degree audio?
 Nageno: We only just started,
but one big challenge we foresee
is making a full 3D sound, because
it’s a challenge to make sound from
above and below. Existing audio has
only the up side and no down side,
so we’re trying to make a canvas
just like whole 360-degree vertical.
That’s a challenge. One more thing
is getting good quality for streaming
data rate. So under MPEG-H we
make something common; an open
platform with three immersive
quality levels that you can choose
basedonyourconnectionrate.

We only just started,


but one big challenge


we foresee is making a


full 3D sound, because


it’s a challenge to


make sound from


above and below.


With headphones we
typically only think of two
channels – Left and Right. How
many channels can we achieve
with 360 Reality Audio?
 Nageno: Logically, any number.
It’s just software. But typically, we
choose 13 virtual speaker locations.
360 audio content format is just
object-based, so the sound location
can be any place. Each vocalist and
each instrument has its own place
and soundtrack, so sound location
can be any place.

KOJI NAGENO,
Senior Acoustic
Architect

JUNE 2019 | HWM 41
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