Immersive Audio Mastering Using Rendered Presentation Matching
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Solution Overview
Problem
Existing mastering processes for immersive and object-based audio content are inefficient and require individual rendering for each playback setup, which is impractical due to high CPU load and time constraints, especially when using analogue hardware.
Innovation Solution
A method that allows mastering of immersive audio content using conventional channel-based tools, enabling rendering to any loudspeaker layout or device, through time-frequency energy matching and zone-dependent processing, which can be automated or manual, and applicable to multiple renderings without individual setup mastering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional channel-based mastering tools are used on immersive audio content, then mastering can be performed with existing equipment, but the content cannot be properly mastered for immersive playback without downmixing
Solution Approach 1:
The patent segments the audio content into individual audio objects with metadata describing their spatial properties. This allows conventional mastering tools to process each object independently while preserving the immersive characteristics, avoiding the need for complete downmixing and enabling efficient mastering of high-channel-count content
Solution Approach 2:
The patent introduces an intermediary representation layer using audio objects with spatial metadata that bridges conventional channel-based tools and immersive audio formats. This intermediary format allows mastering operations to be performed in a way that is compatible with existing equipment while maintaining the ability to render to various immersive playback configurations
2Manufacturing precision
If individual rendering and mastering is performed for each playback setup, then audio quality can be optimized for each system, but processing time and CPU load become excessively high
Solution Approach 1:
The patent creates a universal mastering approach where a single mastering process using audio objects and spatial metadata can serve multiple playback configurations simultaneously. The audio objects with their spatial information can be rendered to any target configuration (stereo, 5.1, 7.1, etc.) without requiring separate mastering operations for each setup, achieving both quality optimization and time efficiency
Solution Approach 2:
The patent performs preliminary organization of audio content into objects with spatial metadata before the actual mastering process. This preliminary structuring enables the mastering tools to operate efficiently on the organized data structure rather than on raw multi-channel audio, significantly reducing processing time while maintaining quality across different playback setups
3Speed
If analogue hardware mastering is used for immersive audio with many channels, then real-time processing is possible, but hardware availability and processing capacity are insufficient
Solution Approach 1:
The patent extracts the spatial information and metadata from the complex multi-channel audio data, separating these essential characteristics from the full channel data. This extraction allows mastering to be performed on a reduced representation that can be handled by available hardware in real-time, while the full immersive content is reconstructed during rendering to the target configuration
Data Source
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AI summary
A method for generating mastered audio content, the method comprising obtaining an input audio content comprising a number, M1, of audio signals, obtaining rendered presentation of the input audio content, the rendered presentation comprising a number, M2, of audio signals, obtaining a mastered presentation generated by mastering the rendered presentation, comparing the mastered presentation with the rendered presentation to determine one or more indications of differences between the mastered presentation and the rendered presentation, modifying one or more of the audio signals of the input audio content based on the indications of differences to generate the mastered audio content. With this approach, conventional, typically stereo, channel-based mastering tools can be used to provide a mastered version of any input audio content, including object-based immersive audio content.