Rendering encoded 6dof audio bitstream and late updates

By integrating dynamic content updates through anchor objects and a late-binding module, the patent addresses the challenge of real-time audio scene changes in AR and VR, ensuring consistent and immersive audio experiences.

JP2025014055AInactive Publication Date: 2025-01-28NOKIA TECHNOLOGIES OY
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Patent Information

Application Number
JP2024192915
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2020-03-16
Filing Date
2024-11-01
Publication Date
2025-01-28
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Existing audio rendering technologies fail to effectively handle dynamic content updates during content consumption, leading to inconsistencies and decreased user experience in environments where audio scenes change in real-time, such as augmented reality (AR) and social virtual reality (VR).

Method used

Incorporating dynamic content information into the MPEG-I audio bit stream through anchor objects and a new late-binding recruitment module, allowing for real-time adjustments of audio elements based on content creator instructions, ensuring consistent rendering across changing acoustic environments.

Benefits of technology

Enables high-quality, reliable, and consistent audio rendering experiences in dynamic environments by aligning audio elements with real-time updates, maintaining acoustic coherence and user immersion.

✦ Generated by Eureka AI based on patent content.

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Abstract

To support for rendering audio elements that cannot be located at time of content creation, which is a challenge for acoustic modeling of audio sources.SOLUTION: The present invention relates to a device, method, and computer program for enabling audio content rendering. An exemplary device includes: means for receiving a bitstream including audio content; means for receiving dynamic content independent of the bitstream; means for receiving at least one instruction for the dynamic content from at least one of the received bitstream and the received dynamic content; and means for rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction.SELECTED DRAWING: Figure 5
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Description

[Technical field]

[0001] The exemplary and non-limiting embodiments relate generally to audio rendering. [Background technology]

[0002] The features described herein may be used to provide an adapted method of audio content rendering. This may include, for example, rendering audio six degrees of freedom (6DOF), such as MPEG-I audio bitstream content, and incorporating dynamic content, while following instructions from the content creator. Bitstream content is data created by encoding 6DOF audio scene descriptions, raw audio signals, and MPEG-H encoded / decoded audio signals. Other interchangeable terms include encoded content and MPEG bitstream. An example representation of an encoded bitstream may include scene descriptions captured as "EIF" (Encoder Input Format) and metadata required for 6DoF rendering. SixDoFMeta entities may include information generated by the encoder, such as associated reflective surfaces, and acoustic environment parameters. The acoustic environment parameters may consist of parameters such as reverberation parameters. An example is given below (which should not be taken as limiting or restrictive of the scope of the invention):

[0003] <audioscene id="”Scene1”"> …. …. <Scene description describing the audio element entities, acoustic parameters, reflecting surfaces, etc.> … … …. < / audioscene> <sixdofmeta id="as:Scene1 SixDoF Metadata"> <reflectingelement id="wall_1_1"> <vertex position="3.750000 0.000000 4.650000" / > <vertex position="3.750000 0.000000 -4.650000" / > <vertex position="3.750000 4.199100 -4.650000" / > <vertex position="3.750000 4.199100 4.650000" / > < / reflectingelement> <reflectingelement id="wall_1_2"> <vertex position="-3.750000 0.000000 4.650000" / > <vertex position="3.750000 0.000000 4.650000" / > <vertex position="3.750000 4.199100 4.650000" / > <vertex position="-3.750000 4.199100 4.650000" / > < / reflectingelement> <reflectingelement id="wall_1_3"> <vertex position="-3.750000 0.000000 -4.650000" / > <vertex position="-3.750000 0.000000 4.650000" / > <vertex position="-3.750000 4.199100 4.650000" / > <vertex position="-3.750000 4.199100 -4.650000" / > < / reflectingelement> <acousticenvironmentmeta id="acEnv:Lab"> <reverberatorparameters> <maxDelay="5000.000000" / > <speedOfSound="343.000000" / > <fs="48000.000000" / > <xSize="7.500000" / > <ySize="4.199100" / > <zSize="9.300000" / > <reverbTime="0.290000" / > <reverbTimeAt1kHz="0.113333" / > <randomness="1.000000" / > < / reverberatorparameters> < / acousticenvironmentmeta> < / sixdofmeta>

[0004] Dynamic content is data that arrives directly to the renderer during playback. Other interchangeable terms include low latency content and unpredictable content.

[0005] Content creator instructions may include content creator defined instructions in the bitstream to guide the renderer in processing bitstream content and dynamic content. Dynamic content may include audio scene changes that are not defined in the bitstream but reach the renderer directly at rendering time (as opposed to audio scene changes that are defined in the bitstream). Thus, the functionality described herein may be used to modify the rendering of bitstream defined and non-bitstream content based on instructions in the bitstream. Summary of the Invention

[0006] In an exemplary embodiment, the bitstream may include an indication as to what types of audio scene changes are allowed for an audio scene, e.g., dynamic versus those defined in the bitstream. Additionally, the indication may include a priority based on the type of audio scene change. [Brief description of the drawings]

[0007] For a better understanding of the present application, reference will now be made, by way of example, to the accompanying drawings, in which: [Figure 1] FIG. 1 illustrates the relevance of the MPEG-I Audio reference architecture to dynamic scene updates (or dynamic content rendering together with bitstream content rendering). [Diagram 2] Figure 2 shows an overview of dynamic content-assisted rendering for AR scenarios. [Diagram 3] Figure 3 shows the definition of an anchor object in EIF. [Figure 4] FIG. 4 shows a diagram of dynamic content using location information of anchor objects and their identifiers. [Diagram 5] FIG. 5 illustrates an example implementation of an MPEG-I renderer that performs 6DoF rendering adaptation based on the content creator's instructions. [Figure 6] FIG. 6 shows MPEG-I audio dynamic scene update for low-delay audio. [Figure 7] FIG. 7 shows the definition of an anchor object expressed in EIF. [Figure 8] FIG. 8 is a diagram illustrating dynamic content and whether the received audio is reverberant or dry. [Figure 9] FIG. 9 illustrates an example of steps for implementing 6DoF rendering adaptation of received dynamic content for social AR / VR. [Figure 10] FIG. 10 shows an example of an apparatus configured to implement the described functionality. [Figure 11A] FIG. 11A illustrates a conventional method for generating an MPEG-I 6DoF bitstream. [Figure 11B] FIG. 11B shows an example of the modified method. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] 6DoF rendering compatibility example

[0009] 1. An example may include realignment of audio element positions, performed based on a content creator-specified approach, when dynamic audio scene changes include positions that differ from the bitstream content. For example, if a group of audio elements is assigned to always belong to a common acoustic environment (e.g., as assigned by the content creator), the adaptation of the dynamic updates may ensure that this condition is maintained. An acoustic environment is a space with specific acoustic characteristics, defined in the input format of the MPEG-I encoder. In practice, this condition means that audio elements as a whole group may be located in a specific space; thus, some elements may not go outside the space (e.g., in two different rooms separated by a wall).

[0010] 2. Another example could be that the renderer controls the application of acoustic modeling to dynamic content consisting of communication audio from a remote user in a social virtual reality (VR) based on the content creator's intent in the bitstream. This could also be applied to social AR. As an example, the content creator could indicate in the bitstream that the communication audio should be reverberated. For dry communication audio, the renderer could apply acoustic modeling to the signal according to the bitstream instructions, but if the communication audio is already reverberant (IVAS audio), no acoustic modeling would be applied.

[0011] As an example, this can be achieved in the following way.

[0012] Adding associated and modified metadata to an MPEG-I audio bitstream. The associated and modified metadata can be defined as new entities, "anchor objects", in the Encoder Input Format (EIF). The EIF can be embedded into the bitstream by the MPEG-I audio encoder.

[0013] Due to the new late binding adoption module of the MPEG-I Audio Renderer, a new interface can be added to the MPEG-I Audio Renderer to incorporate dynamic content (i.e., audio data or information that is only available during playback). The information adoption module may perform adoption of dynamic content information indicated by anchor object entities in the bitstream content. The dynamic content information may include instructions for determining rendering parameters.

[0014] Knowledge of the location of audio elements relative to real-world or real-time features and objects, such as those available in Augmented Reality (AR), is available at the time of content consumption. Supporting rendering of audio elements whose location is not known at content creation time (e.g., at the time of encoding or creating an MPEG-I audio bitstream) is a challenge for acoustic modeling of audio sources. This problem is not necessarily limited to audio content, but also applies to all modalities related to real-world features and objects (e.g., visual content, etc.). However, this problem is particularly a necessary feature for an MPEG-I audio renderer implementation to be useful in the AR domain. The coordinates, extent, etc. of the real-world objects corresponding to the MPEG-I audio elements can only be known during content consumption or playback. Since this information is based on real-world render-time object(s), it may arrive just-in-time from sensors of the AR consumption device (e.g., acoustic environment of the room, shape, materials, etc.), etc., and is also referred to herein as "dynamic content." The functionality described herein can be used to handle this real-world real-time scenario from an audio rendering perspective. This can be related to dynamic scene updates and AR evaluation. This is one of two main categories that have agreed to be evaluated for the MPEG-I 6DoF audio call for proposals.

[0015] Additionally, there is currently no way to render dynamic content in an acoustic scene that contains encoded content (whose rendering characteristics are fully known, including position, orientation, acoustic properties, etc.). As a result, if the encoder does not take the necessary steps to determine appropriate rendering parameters and instead renders the dynamic content as it just arrived at the renderer during content consumption or playback, this can result in a poor match between the rendering of the dynamic content and the bitstream content. This can result in subjective degradation of quality, negatively impacting the user experience.

[0016] The features described herein can be used to address MPEG-I requirements related to dynamic scene updates and social VR (W18158, MPEG-I Audio Architecture and Requirements). For example, Figure 1 illustrates the relationship between the audio reference architecture and dynamic scene updates (or dynamic content rendering with bitstream content rendering).

[0017] Social VR Specifications may support the rendering of speech and audio of other users in the virtual environment. The speech and audio may be immersive. a. This specification can support low-latency conversations between users within a given virtual environment. b. This specification MAY support low-latency conversations between users within a given virtual environment and users outside the given virtual environment. c. The specification may allow for synchronization of user and scene audio and video. d. This specification MAY support metadata that specifies limitations or recommendations regarding the rendering of sound / audio from other users (e.g., regarding placement or sound levels).

[0018] The features described herein will now be described with respect to implementation with reference to two embodiments: a first embodiment relates to enabling consumption of AR content, and a second embodiment relates to enabling consumption of social VR content.

[0019] Figure 2 shows an overview of dynamic content assisted rendering for AR scenarios. This is about augmenting the real world, which is not always static. Therefore, in AR scenarios, changes in the audio scene that were unknown at the time of content creation (when creating the bitstream for the AR content) are expected. Therefore, adopting the information obtained as dynamic content may provide a high-quality, reliable, and consistent experience.

[0020] As described with FIG. 2, a conventional content creation pipeline includes an EIF (Encoder Input Format) file 200 that describes the audio scene envisioned by the content creator. The EIF 200, together with audio data (audio signals, SOFA files, etc.), can be processed by an audio encoder 202 to generate a bitstream 204. The bitstream 204 may be an AR sensing capable bitstream. In the case of VR, where the audio scene is entirely controlled by the content creator, a default audio scene description may be sufficient. However, in the case of an AR sensing capable bitstream, additional information may be added compared to the default audio scene description. This additional information includes anchor objects that allow the renderer to identify the content that needs to be adapted during the consumption of the AR content. Anchor objects are separate objects in themselves. Audio objects, etc. can be defined "inside" the anchor object in the bitstream describing the scene. Thus, the position of the audio object may be modified whenever an incoming dynamic update modifies the position of the anchor object. Examples of content that can be adapted include the position / orientation of an audio object intended to be placed relative to a real object (e.g., an audio object of a musical instrument next to an advertising poster of a real concert). Furthermore, adapted content could be the reverberation characteristics of an audio scene (RT60 value or dimensions of the audio scene). Another example could be a change in the location of the acoustic environment or its parameters. The anchor object could also indicate further details on the adaptation method and the priority between the information obtained from the dynamic content and the information in the bitstream. For example, the anchor object could contain information to adapt the position of an audio object only if it is not already defined in the bitstream. As another example, the dynamic content overwrites the bitstream information only in certain rendering modes (e.g., when rendering in AR mode).

[0021] The features may include AR sensing as illustrated at 210, which may provide an input to an association and modification block 208. In the renderer 206, the output from the association and modification block 208 may be provided to an auralization 212. At least two pipelines may be provided, including a dynamic rendering pipeline 602 and a bitstream rendering pipeline 600.

[0022] The anchor object description facilitates associating dynamic content information with audio entities and their parameters in the bitstream. A content consumption application may identify AR-enabled content by the presence of an indication in the received audio content. The AR-enabled audio bitstream indication may be implemented as a file type in the header of the MPEG-H file format.

[0023] Current MPEG-H bitstreams carry information in the Sample Table box indicating whether it is a single file with an audio track consisting of a single-stream or multi-stream MPEG-H bitstream (e.g., for single-file playback) or a single / multi-streaming MPEG-H bitstream whose composition can change at any sample (e.g., useful for streaming in DASH, MMT, etc.). Similarly, to indicate the presence of only 6DOF VR, content may be implemented as a new MPEG-H bitstream containing 6DOF VR content and labeled "mi6v". Box type: "mi6v", "mi6a" Container: SampleTableBox ("stbl") Required: No Quantity: There may be one or more sample entries

[0024] When based on a 6DoF streaming or broadcast environment (e.g., MPEG-DASH or MPEG-H MMT), MPEG-H 3D Audio configurations may contain 6DoF metadata-enabled packets that may change at any position in the stream, not necessarily only at fragment boundaries. To enable this use case, a new MHASampleEntry can be defined to indicate 6DoF rendering related metadata for MPEG-H 3D Audio files.

[0025] If the bitstream content can also be used in AR, a sample entry could be "mi6a", which represents an MPEG-H audio bitstream suitable for 6DOF rendering as well as AR consumption.

[0026] Another component of adding AR support may include implementing a new interface in the MPEG-I 6DoF audio renderer to capture dynamic content including scene information obtained from the sensing unit 210 shown in FIG. 2 of the AR consuming device. In a real implementation, the dynamic scene update information may be an interface that receives updates via an appropriate interface such as an API if the sensor system is local to the device, or via an appropriate transport protocol if received over a network.

[0027] Dynamic content can be captured and necessary rendering adaptations can be performed on parameters defined in the bitstream content, such as according to the content creator's instructions in the bitstream 204 shown in FIG. 2. In this particular example illustration, parameters in the bitstream scene description (e.g., the position of an anchor object in the audio scene) may change in the real world. As a result, corresponding changes of corresponding objects in the audio scene can be delivered as dynamic content to modify the 6DoF audio scene rendering based on the bitstream. Similar procedures can be performed for the visual components of the scene to maintain audio-visual consistency.

[0028] AR AnchorObjects In one example embodiment, the location of a set of AudioElements defined in a bitstream can only be known at render time. The bitstream may contain an AudioScene with at least the following information: The audio signal corresponding to the AudioElement in the Scene. An AnchorObject (see below) that contains the rendering instructions. The position of the AudioElement is defined relative to the position of the AnchorObject (which may not be known at this point). The position and dimensions of the AudioEnvironment (room, etc.). The AudioEnvironment may not be included in the bitstream, but may be input as a dynamic update.

[0029] An AnchorObject's rendering instructions may include the following (see Figure 3): · ref_id, an identifier that indicates which dynamic update this is associated with An indication of whether AudioElements (e.g. ObjectSources) whose positions are defined relative to an AnchorObject must be in the same acoustic environment (CommonAcousticEnvironment=true / false). Indicates whether the relative position of an AudioElement, whose relative position is defined relative to an AnchorObject, can be modified (Deformable=true / false).

[0030] An example of XML description of dynamic update conformance information in EIF is shown in Fig. 3. Fig. 3 shows the definition of anchor objects included in the bitstream at the content creation stage expressed in EIF. The positions of ObjectSources defined in EIF are relative to the positions of AnchorObjects obtained as dynamic content.

[0031] During rendering, the renderer can receive dynamic updates via a dynamic capture interface or as new type MPEG-H Audio Stream (MHAS) packets. The updates may include the location of anchor objects and / or the location of surfaces (walls, floors, ceilings, etc.) in the current user environment. Thus, at this point, we can have 1) the audio scene in the bitstream, 2) the rendering instructions for dynamic updates also in the bitstream, and 3) the dynamic updates during rendering. Based on these, the renderer 206 shown in FIG. 2 can perform 6DOF rendering adaptation in the association and correction block 208 as follows:

[0032] 1) Get the AudioScene and rendering instructions from the bitstream.

[0033] 2) As shown in FIG. 4, the “location information of the anchor object” and its identifier are used to obtain dynamic updates.

[0034] 3) The identifier is used to associate the dynamic update with an AnchorObject defined in the bitstream.

[0035] 4) Correct the position of the AnchorObject based on the "position information of the anchor object."

[0036] This may modify the position of all AudioElements that have their position defined relative to the AnchorObject.

[0037] 5) Modify the rendering, if necessary, based on the rendering instructions in the bitstream.

[0038] If all AudioElements defined relative to an AnchorObject are in the same AudioEnvironment, no modification is required.

[0039] If at least one of the AudioElements defined as associated with an AnchorObject is in a different AudioEnvironment than the AnchorObject, it must be modified (CommonAcousticEnvironment=true) if required by the rendering instructions.

[0040] Corrections can be made in one of the following ways: Modify the position of any AudioElement that is outside the AudioEnvironment by moving it to the closest position within the AudioEnvironment (Deformable=true). Modify the position of all AudioElements by the same amount so that all AudioElements are within the AudioEnvironment (Deformable=false).

[0041] Figure 4 shows a diagram of dynamic content including an AnchorUpdate with a ref_id matching a target AnchorObject in the bitstream. Figure 5 shows an example implementation of an MPEG-I renderer that performs 6DoF rendering adaptation for received dynamic content during playback, taking into account content creator instructions in the MPEG-I bitstream. In this example, the procedure may be configured as follows:

[0042] · The AudioScene and rendering instructions are obtained from a bitstream obtained by the player during playback or from a saved file, as indicated in box 502.

[0043] · As shown in box 504, obtain dynamic content from a renderer interface or as an MHAS dynamic content packet (this may be done, for example, by reading an update from a port or by obtaining a dynamic content buffer as a callback, depending on the implementation).

[0044] As shown in box 506, obtain the dynamic content and parse the anchor object related information (shown as AnchorUpdate in FIG. 4). (The obtained dynamic content information may be parsed to determine the presence of a valid anchor object that is consistent with the dynamic update indicator in the bitstream.)

[0045] · Associate the dynamic content AnchorUpdate with a corresponding AnchorObject in the bitstream, as shown in box 508 (this association may be considered successful if the anchor object and anchor update have matching identifiers).

[0046] · Modify the positions of all audio elements that have a position defined relative to an AnchorObject in the bitstream, as shown in box 510.

[0047] · Check for the presence of rendering instructions for dynamic content adaptation in the bitstream, as shown in box 512.

[0048] If not present, it is modified and rendered according to the dynamic content parameters, as shown in box 514 .

[0049] If present, the conformance construction of the bitstream, CommonAcousticEnvironment, is equal to True, as shown in box 516 .

[0050] · As shown in box 518, check whether all audio elements are in the same acoustic environment.

[0051] If yes, then modify and render according to the dynamic content parameters, as shown in box 514 .

[0052] If no, then modify the position depending on whether Deformable is equal to True or False, as shown in box 520 .

[0053] If True, modify the audio element by moving it outside the AcousticEnvironment, as shown in box 522 .

[0054] If False, the audio elements are modified by moving them together as a set, as shown in box 524, and the audio is rendered based on the modified values ​​of AudioElements, as shown in box 526.

[0055] Adding a flowchart step applies to all flowcharts included below.

[0056] Additionally, AudioElements associated with an anchor object may be multi-channel ObjectSources implemented with respect to the CommonAcousticEnvironment and Deformable content creator directives for rendering conformance. Thus, if a multi-channel object does not fit into a single AcousticEnvironment, it may be shifted. However, if a flag is present, e.g. indicating "deformable==1", the object may be compressed so that the entire object fits into a single AcousticEnvironment.

[0057] In another exemplary embodiment, the update messages defined in EIF may be extended to allow updates with dynamic content in addition to the currently specified updates. Currently specified updates may occur based on a predefined timestamp, condition-based updates (e.g., position-based triggers), and explicit user actions (e.g., turning on the radio). EIF updates may be similar to those described in Section 2.2 of MPEG-I 6DoF Audio Encoder Input Format, ISO / IEC JTC 1 / SC 29 / WG 11, N18979, January 17, 2020, where a scene update with a declaration in the scene.xml file may include any number of <update>Nodes may follow. They have the following syntax:

[0058] [Table 1]

[0059] [Table 2]

[0060] Note that not all attributes can be changed: only entities that have an entity type specification that allows modification can be modified (labeled with an "M").

[0061] The following update causes three ObjectSources of a moving vehicle to move synchronously along a trajectory.

[0062] <update time="”0.2”"> <modify id="”engine”" position="”2.2" 1.7 -1.25” / > <modify id="”tire1”" position="”2.2" 1.7 0.75” / > <modify id="”tire2”" position="”2.2" 1.7 -0.95” / > < / update> <update time="”0.4”"> <modify id="”engine”" position="”2.4" 1.7 -1.20” / > <modify id="”tire1”" position="”2.4" 1.7 0.70” / > <modify id="”tire2”" position="”2.4" 1.7 -0.95” / > < / update> ...

[0063] The following example turns on a car source as the listener approaches.

[0064] <box id="”geo:region1”" position="”5" 0 -5” size="”10" 2 10” / > <listenerproximitycondition id="”cond:listenerNearCar”" region="”geo:region1”" / > <!-- Turn on the engine sound 100ms after the listener entered the region. Smoothly activate the source within 50ms. --> <update condition="”cond:listenerNearCar”" delay="”0.1”"> <modify id="”engine”" transition="”continuous”" duration="”0.05”" active="”true”" / > < / update> <!-- Turn on the other sources 100ms later from the engine --> <update condition="”cond:listenerNearCar”" delay="”0.2”"> <modify id="”radio”" transition="”continuous”" duration="”0.2”" active="”true”" / > <modify id="”exhaust”" transition="”continuous”" duration="”0.1”" active="”true” / "> < / modify> < / update>

[0065] The scene will loop for a percentage of the scene duration specified in the AudioScene attribute. Each loop of the scene will trigger a timed update.

[0066] The EIF's proposed updates are as follows:

[0067] <Update api=”<api id> > <Modify id=(int)(AnchorObject.ref_id) transition=”immediate” position=”<from API> " orientation="0,0,0", <timestamp> / > < / timestamp> < / update>

[0068] As a result of the above, the following message will be displayed in the API interface.

[0069] {anchorObject.ref_id, X1, Y1, Z1, timestamp}

[0070] In the above, the timestamp may be a sequence number that allows for a temporal association with the bitstream content.

[0071] For example, the renderer loop applies the dynamic content to the right time segment of the bitstream content. Thus, the timestamps are used to associate update messages with the appropriate playback timeline.

[0072] Dynamic Content for Social AR / VR Dynamic content for social AR / VR will now be described with reference to Figure 6. Figure 6 shows MPEG-I audio dynamic scene updates for low latency audio.

[0073] Social VR is another requirement of the MPEG-I audio standard, and it is considered to utilize dynamic content updates. An example of a schematic diagram is shown in FIG. 6. As shown in this figure, there are two parallel pipelines. The first pipeline 600 is an MPEG-I audio bitstream creation, delivery, and rendering pipeline. The second pipeline 602 is a dynamic content pipeline that can take in the communication audio of the social AR / VR participants and the corresponding metadata that is rendered according to the information obtained during playback (or rendering time). In the case of social AR / VR, in addition to the scene information, the communication audio is also received during playback. The rendering of such content can be adapted to the MPEG-I audio bitstream content to ensure a harmonious merge without introducing distortions.

[0074] An example of an XML description of dynamic update conformance information in EIF is shown in Figure 7. This is an EIF representation of an anchor object definition that will be included in the bitstream during the content creation stage. The position and orientation of the ObjectSources defined in the EIF for this particular social VR user are "null null null", indicating that this entity will not be displayed unless dynamic content corresponding to it is received. Additionally, the audio signal for this audio object is displayed as "Communication Audio" since it is not an audio track present in the MPEG-I audio bitstream.

[0075] 8 shows a diagram of dynamic content that includes an AnchorUpdate with a ref_id that matches a target AnchorObject in the bitstream. Additionally, the dynamic content can also indicate whether the received audio is already reverberant (spatialAudio==true) or dry (spatialAudio==false). 9 illustrates an exemplary step for implementing 6DoF rendering adaptation of received dynamic content representing social AR / VR in an audio scene. As shown, they can be exploited depending on both the type of communication audio signal and the intent of the content in the bitstream. The example shown in FIG. 9 is structured as follows:

[0076] · Get ​​the AudioScene and rendering instructions from the bitstream, as shown in box 920.

[0077] · Obtain dynamic content from a renderer interface or as an MHAS dynamic content packet, as shown in box 922.

[0078] · As shown in box 924, get the dynamic content and parse the anchor object related information (shown as AnchorUpdate in FIG. 4).

[0079] · Associate the dynamic content AnchorUpdate with a corresponding AnchorObject in the bitstream, as shown in box 926.

[0080] · Check the SpatialAudio flag value in the dynamic content update, as shown in box 928.

[0081] If true, acoustic modeling is used to render dynamic content communication audio according to MPEG-I bitstream information, as shown in box 930 .

[0082] If False, then the dynamic content communication audio is rendered without further acoustic modeling since it is already reverberant, as shown in box 932 .

[0083] 10 is an exemplary device 900 configured to implement features as described herein. The device 900 comprises at least one processor 902 and at least one non-transitory memory 904 including computer program code 905, the at least one memory 904 and the computer program code 905 configured to cause the device, using the at least one processor 902, to execute processes, components, modules, or functions for implementing features as described herein. The device 900 may optionally include a display, as shown generally by 908, and / or a sound transducer, and / or inputs and / or outputs, such as for a sound transducer or rendering device. The sound transducer may include, for example, headphones, earbuds, speakers, or any other type of rendering device 912. The device may also include one or more network interfaces, as shown generally by 910, such as for a wireless link.

[0084] MPEG Audio is standardizing a 6DOF audio codec. Currently, it does not support the following: AR scenario Social VR

[0085] According to the MPEG-I 6DoF Audio Architecture and Requirements [w18158], the above two are important requirements, since there is no mechanism to incorporate information that is not available at the time of content creation. For example, Real-world object positions and scene orientation that may change while the content is being consumed. The position of social VR remote participants, whose position may change during the consumption of 6DOF audio content.

[0086] All agreed scenes are content that is fully known in advance and is not expected to differ compared to the created content, i.e., there are no unknown parameters when consuming or playing 6DoF audio content. All audio scene information, such as positions and orientations of audio elements, is known in advance in the Encoder Input Format (EIF) used by MPEG-I audio encoders.

[0087] 11A, a conventional method for generating an MPEG-I 6DoF bitstream may include obtaining a scene description (EIF) as shown in block 1102, obtaining MPEG-H encoded audio data as shown in block 1104, parsing the EIF and audio data to generate MPEG-I 6DOF bitstream parameters as shown in block 1106, and generating an MPEG-I 6DoF conventional bitstream as shown in block 1108. FIG. 11B illustrates a modified exemplary method that includes obtaining a scene description (EIF) as shown in block 1102, obtaining MPEG-H encoded audio data as shown in block 1104, determining dynamic content affecting entities in the EIF as shown in block 1110, and determining dynamic content parameters for the selected entities as shown in block 1112. As shown in block 1114, dynamic content parameters and adaptation instructions (representing the content creator's intent) are inserted into the MPEG-I 6DoF bitstream, as shown in block 1106, EIF and audio data are parsed to generate MPEG-I 6DOF bitstream parameters, as shown in block 1108', and an MPEG-I 6DoF bitstream that supports dynamic updates is generated.

[0088] The functionality described herein may be provided by an example method comprising: receiving a bitstream including recorded audio content and at least one instruction for managing or processing dynamic content; receiving dynamic content separate from the bitstream, the dynamic content including dynamic audio content; and rendering audio with a renderer based on the recorded audio content of the bitstream, the received dynamic content, and the at least one instruction in the bitstream for managing or processing the dynamic content.

[0089] There are also instances where dynamic content does not always have audio content: there may be dynamic content that only changes the scene description or changes rendering parameters, without including audio data.

[0090] Although referred to above as "recorded," it should be noted that the functionality described herein may be used in real time and audio content may be transmitted (as in audio communication). Received instructions in the bitstream of dynamic content may be received separately from the received dynamic content. The rendered audio may include received audio content (as described above) and dynamic content based on the received instruction(s). The management may include using or processing the dynamic content and the audio content (from the bitstream) interchangeably. An indication in the bitstream may indicate that a particular portion of an audio scene may be rendered with dynamic content. If position updates from the dynamic content are such that a different acoustic environment is introduced, the renderer may modify the rendering such that the audio rendering remains in the same acoustic environment while adapting to the new information.

[0091] Examples of dynamic content that may be included include, but are not limited to, the following: The position of the audio element to be rendered, filtered, unfiltered, etc., not necessarily with the same position filtering that occurred on the bitstream content. Modified or new acoustic elements for acoustic modeling. Audio data (e.g. for social VR communication audio). The spatial extent and / or directionality of the audio source within the scene.

[0092] The received audio content contained in the bitstream may be, for example, but not limited to, the following: Audio data - Scene description of the audio scene (included). -Acoustic environment information such as reflective surfaces Acoustic characteristics (RT60, direct sound to reverberation ratio, etc.). · Content creator intent ·EIF

[0093] Regarding the "audio data" similarity between the dynamic content and the bitstream audio content mentioned above, the audio data of the bitstream content may be, for example, MPEG-H encoded audio data, whereas the audio data of the dynamic content may be, for example, low-delay encoded content (AMR, EVS, IVAS, etc.).

[0094] An example embodiment may provide a method comprising receiving a bitstream including recorded audio content and at least one instruction for managing dynamic content; receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and rendering audio using a renderer based on the recorded audio content of the bitstream, the received dynamic content, and at least one instruction of the bitstream for managing the dynamic content.

[0095] The received bitstream may include audio scenes. The received dynamic content may be received at a renderer interface or as MPEG-H audio stream packets. Updates to the dynamic content may arrive with timestamps to allow for associating the updates with a playback timeline or with one or more time segments of the bitstream content. The method may further include determining information about at least one anchor object in the dynamic content. The method may further include associating at least one anchor object in the dynamic content with at least one anchor object in the bitstream. The method may further include modifying a position of an audio element in the dynamic content, the position being defined relative to the at least one anchor object in the bitstream. The method may further include determining a spatial audio flag value in the dynamic content and selecting between rendering the dynamic content communication audio without further acoustic modeling if the spatial audio flag value is False, or rendering the dynamic content communication audio with acoustic modeling according to the information in the bitstream if the spatial audio flag value is True. The method may further include determining positions of audio elements in an audio scene of the bitstream and audio elements in the dynamic content, and selecting whether to render the audio using a renderer based on the recorded audio content of the bitstream without adapting the recorded audio based on the received dynamic content if the audio elements of the audio scene and the dynamic content are in the same acoustic environment, or to render the audio using a renderer based on both the recorded audio content of the bitstream and the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.The method may include determining a position of an audio element in an audio scene of the bitstream and a position of the audio element in the dynamic content, and selecting whether to modify the position of the audio element in the dynamic content by moving the audio element out of the acoustic environment or by moving the audio elements together as a constellation.

[0096] An example embodiment may provide an apparatus comprising at least one processor and at least one non-transitory memory including computer program code, the at least one memory and the computer program code configured to cause the apparatus, using the at least one processor, to perform the following: receive a bitstream including audio content and at least one instruction for dynamic content; receive dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and perform audio rendering using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction in the bitstream.

[0097] An example embodiment provides a machine-readable non-transitory program storage device tangibly embodying a program of instructions executable by the machine to perform operations, the operations including receiving a bitstream including audio content and at least one instruction for dynamic content; receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and rendering the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction in the bitstream.

[0098] An example embodiment may provide an apparatus comprising: means for receiving a bitstream including audio content and at least one instruction for dynamic content; means for receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and means for rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction in the bitstream.

[0099] Example embodiments may provide an apparatus comprising: a circuit configured to receive a bitstream including audio content and at least one instruction for dynamic content; a circuit configured to receive dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and a circuit configured to render audio using a renderer based on the audio content of the bitstream, the received dynamic content, and at least one instruction in the bitstream.

[0100] An example embodiment may provide a method that includes receiving a bitstream including recorded audio content; receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; determining the presence of at least one instruction for management of the dynamic content in the bitstream; and selecting whether to not adapt the recorded audio based on the received dynamic content and to render audio using a renderer based on the recorded audio content of the bitstream if the bitstream does not include the at least one instruction for the received dynamic content, or to render audio using a renderer based on the recorded audio content of the bitstream, the received dynamic content, and the at least one instruction if the bitstream includes the at least one instruction for the received dynamic content.

[0101] An example embodiment may provide an apparatus comprising at least one processor and at least one non-transitory memory including computer program code, the at least one memory and the computer program code using the at least one processor to cause the apparatus to: receive a bitstream including audio content; receive dynamic content independent of the bitstream, the dynamic content including dynamic audio content; determine the presence of at least one instruction for the dynamic content in the bitstream; and select whether to render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the bitstream does not include the at least one instruction for the received dynamic content, or to render the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction if the bitstream includes the at least one instruction for the received dynamic content.

[0102] An exemplary embodiment provides an apparatus comprising a machine-readable non-transitory program storage device and tangibly embodying a program of instructions executable by the machine to perform operations, the operations including receiving a bitstream including audio content; receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and determining the presence of at least one instruction for the dynamic content in the bitstream; and selecting whether to render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the bitstream does not include the at least one instruction for the received dynamic content, or to render the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction if the bitstream includes the at least one instruction for the received dynamic content.

[0103] An exemplary embodiment may provide an apparatus comprising: means for receiving a bitstream including audio content; means for receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and means for determining the presence of at least one instruction for the dynamic content in the bitstream; and selecting whether to render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the bitstream does not include the at least one instruction for the received dynamic content, or to render the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction if the bitstream includes the at least one instruction for the received dynamic content.

[0104] An example embodiment may provide an apparatus comprising: a circuit configured to receive a bitstream including audio content; a circuit configured to receive dynamic content independent of the bitstream, the dynamic content including dynamic audio content; and a circuit configured to determine the presence of at least one instruction for the dynamic content in the bitstream; and select whether to render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the bitstream does not include the at least one instruction for the received dynamic content, or to render the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction if the bitstream includes the at least one instruction for the received dynamic content.

[0105] An example embodiment may provide a method that includes receiving a bitstream including an audio scene with recorded audio content, receiving dynamic content separate from the bitstream, the dynamic content including dynamic audio content, and determining positions of audio elements within the audio scene and within the dynamic content, and selecting whether to render audio using a renderer based on the recorded audio content of the bitstream without adapting the recorded audio based on the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are in the same acoustic environment, or to render audio using a renderer based on both the recorded audio content of the bitstream and the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.

[0106] An exemplary embodiment may provide an apparatus comprising at least one processor and at least one non-transitory memory including computer program code, the at least one memory and the computer program code configured, using the at least one processor, to cause the apparatus to perform the following: receive a bitstream including an audio scene having audio content; receive dynamic content separate from the bitstream, the dynamic content including dynamic audio content; determine positions of audio elements in the audio scene and audio elements in the dynamic content; and select whether to render audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are in the same acoustic environment, or to render audio using a renderer based on the audio content of the bitstream and the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.

[0107] An exemplary embodiment may provide an apparatus including a machine-readable non-transitory program storage device and tangibly embodying a program of instructions executable by the machine to perform operations, the operations including receiving a bitstream including an audio scene having audio content; receiving dynamic content separate from the bitstream, the dynamic content including dynamic audio content; determining positions of audio elements in the audio scene and audio elements of the dynamic content; and selecting whether to render audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are in the same acoustic environment, or to render audio using a renderer based on both the audio content of the bitstream and the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.

[0108] An exemplary embodiment may provide an apparatus having means for receiving a bitstream including an audio scene having audio content, means for receiving dynamic content separate from the bitstream, the dynamic content including dynamic audio content, and means for determining positions of audio elements within the audio scene and the audio elements within the dynamic content, and selecting whether to render audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are in the same acoustic environment, or to render audio using a renderer based on both the audio content of the bitstream and the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.

[0109] An exemplary embodiment may provide an apparatus having a circuit configured to receive a bitstream including an audio scene having audio content, a circuit configured to receive dynamic content separate from the bitstream, the dynamic content including dynamic audio content, and a circuit to determine positions of audio elements in the audio scene and audio elements in the dynamic content, and selects whether to render audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are in the same acoustic environment, or to render audio using a renderer based on both the audio content of the bitstream and the received dynamic content if the audio elements of the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.

[0110] Exemplary embodiments may provide a method comprising determining an anchor object in an audio scene, determining at least one instruction for management of dynamic content associated with the anchor object, and transmitting the audio scene in a bitstream, the bitstream including the at least one instruction.

[0111] An example embodiment may provide an apparatus comprising at least one processor and at least one non-transitory memory including computer program code, the at least one memory and the computer program code configured to cause, with the at least one processor, the apparatus to perform the following: determine an anchor object for an audio scene; determine at least one instruction for dynamic content for the anchor object; and transmit the audio scene in a bitstream, the bitstream including the at least one instruction.

[0112] Exemplary embodiments may provide an apparatus comprising a machine-readable non-transitory program storage device and tangibly embodying a program of instructions executable by the machine to perform operations, the operations including determining an anchor object within an audio scene, determining at least one instruction for dynamic content for the anchor object, and transmitting the audio scene in a bitstream, the bitstream including the at least one instruction.

[0113] An exemplary embodiment may provide an apparatus comprising: means for determining an anchor object for an audio scene; means for determining at least one instruction for dynamic content for the anchor object; and means for transmitting the audio scene in a bitstream, the bitstream including the at least one instruction.

[0114] Exemplary embodiments may provide an apparatus comprising: a circuit configured to determine an anchor object for an audio scene; a circuit configured to determine at least one instruction for dynamic content for the anchor object; and a circuit configured to transmit the audio scene in a bitstream, the bitstream including the at least one instruction.

[0115] In one embodiment, it is possible to receive one or more instructions included in the dynamic content. The dynamic content information may include instructions for determining rendering parameters. The one or more instructions may arrive with the dynamic content. This is a valid alternative for implementing social VR, for example. The one or more instructions may be received via a bitstream, and the one or more instructions, or other parts, may be included in the dynamic content.

[0116] Example embodiments may provide a method comprising receiving a bitstream including audio content, receiving dynamic content independent of the bitstream, receiving at least one instruction for the dynamic content from at least one of the received bitstream or the received dynamic content, and rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction.

[0117] An example embodiment may provide an apparatus comprising at least one processor and at least one non-transitory memory including computer program code, the at least one memory and the computer program code configured to cause, using the at least one processor, the apparatus to: receive a bitstream including audio content and at least one instruction for dynamic content; receive dynamic content independent of the bitstream, the dynamic content including dynamic audio content; receive from at least one of the received bitstream or the received dynamic content, the at least one instruction for the dynamic content; and render the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction in the bitstream.

[0118] An example embodiment may provide an apparatus comprising a machine-readable non-transitory program storage device and tangibly embodying a program of instructions executable by the machine to perform operations, the operations including receiving a bitstream including audio content and at least one instruction for dynamic content; receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; receiving at least one instruction for the dynamic content from the received bitstream or at least one of the received dynamic content; and rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction.

[0119] An example embodiment may provide an apparatus comprising: means for receiving a bitstream including audio content and at least one instruction for dynamic content; means for receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; means for receiving at least one instruction for the dynamic content from at least one of the received bitstream or the received dynamic content; and means for rendering audio using a renderer based on the audio content in the bitstream, the received dynamic content, and the at least one instruction in the bitstream.

[0120] An example embodiment may provide an apparatus comprising: means for receiving a bitstream including audio content and at least one instruction for dynamic content; means for receiving dynamic content independent of the bitstream, the dynamic content including dynamic audio content; means for receiving at least one instruction for the dynamic content from at least one of the received bitstream or the received dynamic content; and means for rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction in the bitstream.

[0121] It should be understood that the foregoing description is merely illustrative. Various alternatives and modifications may be devised by those skilled in the art. For example, the features recited in the various dependent claims may be combined with each other in any suitable combination(s). Furthermore, features from different embodiments described above may be selectively combined into new embodiments. Accordingly, this specification is intended to embrace all alternatives, modifications, and variations that fall within the scope of the appended claims.

Claims

1. Receiving a bitstream containing audio content; receiving dynamic content independent of the bitstream; receiving at least one instruction for the dynamic content from at least one of the received bitstream or the received dynamic content; rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction; The method includes:

2. The method of claim 1 , wherein the received bitstream includes audio scenes.

3. The method according to claim 1 or 2, wherein the received dynamic content is received at a renderer interface or as MPEG-H audio stream packets.

4. 4. The method of claim 1, wherein the received dynamic content arrives with a timestamp to enable association of the received dynamic content with a playback timeline or one or more bitstream content time segments.

5. The method of claim 1 , further comprising determining information about at least one anchor object in the dynamic content.

6. The method of claim 5 , further comprising associating the at least one anchor object in the dynamic content with at least one anchor object in the bitstream.

7. The method of claim 6 , further comprising modifying a position of an audio element in the dynamic content, the position of which is defined relative to the at least one anchor object in the bitstream.

8. determining a spatial audio flag value in the dynamic content; if the spatial audio flag value is false, then rendering the dynamic content communication audio without further acoustic modeling; or if the spatial audio flag value is true, then rendering dynamic content communication audio using acoustic modeling in accordance with the information in the bitstream; Selecting The method of claim 6 further comprising:

9. determining positions of audio elements in audio scenes of the bitstream and in the dynamic content; if the audio elements in the audio scene and the audio elements of the dynamic content are in the same acoustic environment, render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content, or 9. The method of claim 1, further comprising: if the audio elements in the audio scene and the audio elements in the dynamic content are not in the same acoustic environment, selecting whether to render the audio using the renderer based on both the audio content of the bitstream and the received dynamic content.

10. determining a position of an audio element in an audio scene of the bitstream and a position of an audio element in the dynamic content; modifying the position of the audio element within the dynamic content by moving the audio element out of the acoustic environment; or modifying the positions of the audio elements within the dynamic content by moving the audio elements together as a constellation; Selecting The method of claim 1 , further comprising:

11. At least one processor; at least one non-transitory memory containing computer program code, the at least one memory and the computer program code being implemented in the device using the at least one processor; Receiving a bitstream containing audio content; receiving dynamic content independent of the bitstream; receiving at least one instruction for the dynamic content from at least one of the received bitstream or the received dynamic content; rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction; At least one memory and a non-transitory memory configured to execute An apparatus comprising:

12. means for receiving a bitstream containing audio content; means for receiving dynamic content independent of the bitstream; means for receiving from at least one of the received bitstream or the received dynamic content at least one instruction for the dynamic content; means for rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction; An apparatus comprising:

13. Receiving a bitstream containing audio content; receiving dynamic content independent of the bitstream; determining the presence of at least one instruction for dynamic content in the bitstream; if the bitstream does not include the at least one instruction for the received dynamic content, render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content, or if the bitstream includes the at least one instruction for the received dynamic content, rendering the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction; Choose a method.

14. At least one processor; at least one non-transitory memory including computer program code, the at least one memory and the computer program code being configured to, using the at least one processor, cause an apparatus to: Receiving a bitstream containing audio content; receiving dynamic content independent of the bitstream; determining the presence of at least one instruction for dynamic content in the bitstream; at least one memory and a non-transitory memory configured to cause if the bitstream does not include the at least one instruction for the received dynamic content, render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content, or if the bitstream includes the at least one instruction for the received dynamic content, rendering audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction; Select the device.

15. means for receiving a bitstream containing audio content; means for receiving dynamic content independent of the bitstream; means for determining the presence of at least one instruction for dynamic content in the bitstream; if the bitstream does not include the at least one instruction for the received dynamic content, render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content, or If the bitstream includes the at least one instruction for the received dynamic content, the device selects whether to render the audio using a renderer based on the audio content of the bitstream, the received dynamic content, and the at least one instruction.

16. receiving a bitstream including audio scenes having audio content; receiving dynamic content separate from the bitstream; determining audio elements of the audio scene and positions of audio elements within the dynamic content; if the audio elements in the audio scene and the audio elements of the dynamic content are in the same acoustic environment, render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content, or A method for selecting whether to render the audio using the renderer based on both the audio content of the bitstream and the received dynamic content when the audio elements in the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.

17. At least one processor; at least one non-transitory memory including computer program code, the at least one memory and the computer program code being configured to, using the at least one processor, cause an apparatus to: receiving a bitstream including audio scenes having audio content; receiving dynamic content separate from the bitstream; determining a position of an audio element in the audio scene and an audio element of the dynamic content; and at least one non-transitory memory configured to cause if the audio elements in the audio scene and the audio elements in the dynamic content are in the same acoustic environment, render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content, or An apparatus that selects whether to render audio using a renderer based on both the audio content of the bitstream and the received dynamic content when the audio elements in the audio scene and the audio elements of the dynamic content are not in the same acoustic environment.

18. means for receiving a bitstream including audio scenes having audio content; means for receiving dynamic content separate from the bitstream; means for determining a position of an audio element within the audio scene and within the dynamic content, if the audio elements of the audio scene and the audio elements of the dynamic content are in the same acoustic environment, render the audio using a renderer based on the audio content of the bitstream without adapting the audio based on the received dynamic content, or if the audio elements of the audio scene and the audio elements of the dynamic content are not in the same acoustic environment, rendering the audio using the renderer based on both the audio content of the bitstream and the received dynamic content; Select the device.

19. determining an anchor object for the audio scene; determining at least one instruction for dynamic content associated with the anchor object; transmitting the audio scene in a bitstream, the bitstream including the at least one instruction; The method includes:

20. At least one processor; at least one non-transitory memory including computer program code, the at least one memory and the computer program code, together with the at least one processor, providing an apparatus comprising: determining an anchor object in an audio scene; determining at least one instruction for dynamic content associated with the anchor object; transmitting the audio scene in a bitstream, the bitstream including the at least one instruction; At least one memory configured to execute An apparatus comprising:

21. means for determining an anchor object within an audio scene; means for determining at least one instruction for dynamic content associated with the anchor object; means for transmitting said audio scenes in a bitstream, said bitstream including said at least one instruction; An apparatus comprising:

Citation Information

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