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Producing interactive immersive sound for MPEG-H. A field test for sports broadcasting

: Stenzel, H.; Scuda, U.

Audio Engineering Society -AES-:
137th Audio Engineering Society convention 2014. Vol.2 : Los Angeles, California, USA, 9 - 12 October 2014
Red Hook, NY: Curran, 2015
ISBN: 978-1-63439-748-3
Audio Engineering Society (AES Convention) <137, 2014, Los Angeles/Calif.>
Fraunhofer IIS ()

The present paper gives a practical example on how broadcast content can be produced for MPEG-H. Existing production workflows are investigated with the question in mind, what adaptations are required in order to make use of audio objects and immersive 3D Audio provided by the new broadcast standard. After a short introduction to the features of MPEG-H, practical use cases are presented for immersive mixes and interactive personalized audio. In field tests, the tonmeisters who authored the paper attended two sports events and gathered original audio material. Recording methods were tested to see how much additional effort is needed to make use of the mentioned features. The results show that already existing TV production techniques can be used to provide enough audio material for interactive TV mixes. With little additional effort, immersive 3D Audio environments can be created.