Wave Field Synthesis Renderer Audio Object Data Stream
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Solution Overview
Problem
Wave field synthesis systems face limitations in scalability and flexibility due to the central rendering unit acting as a bottleneck, leading to capacity issues with handling multiple virtual sources and inconsistent audio reproduction, particularly in complex audio scenes.
Innovation Solution
A centralized data management and processing system generates a unified output data stream combining audio files and position information, ensuring synchronized and efficient data transfer, reducing the need for separate data streams and minimizing synchronization issues.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a centralized rendering unit is used to process audio objects, then the system structure is simple, but the processing capacity is limited and becomes a bottleneck
Solution Approach 1:
The centralized rendering unit is divided into multiple distributed rendering units. Each rendering unit independently processes audio objects within its coverage area, eliminating the single-point bottleneck. The system segments the audio scene into multiple regions, with each region handled by a dedicated rendering unit, thereby increasing overall processing capacity while maintaining system simplicity through modular architecture.
2Device complexity
If separate data streams are used for audio files and position information, then data organization is simple, but synchronization issues occur
Solution Approach 1:
Separate data streams for audio files and position information are merged into a unified data stream. The position information is embedded within the audio data structure itself, ensuring that both audio content and spatial metadata are transmitted together. This merging eliminates synchronization issues between separate streams while maintaining simple data organization through an integrated format.
3Adaptability or versatility
If the rendering system processes many virtual sources, then the audio scene complexity increases, but the processing load increases significantly
Solution Approach 1:
The system assigns different processing capabilities and coverage areas to different rendering units based on local requirements. Each rendering unit processes only the audio objects within its specific coverage zone, rather than processing all audio objects system-wide. This local processing approach enables the system to handle complex audio scenes with many virtual sources while distributing and reducing the processing load across multiple units.
Data Source
AI summary
An apparatus for controlling a wave field synthesis renderer with audio objects includes a provider for providing a scene description, wherein the scene description defines a temporal sequence of audio objects in an audio scene and further includes information on the source position of a virtual source as well as on a start or an end of the virtual source. Furthermore, the audio object includes at least a reference to an audio file associated with the virtual source. The audio objects are processed by a processor, in order to generate a single output data stream for each renderer module, wherein both information on the position of the virtual source and the audio file itself are included in mutual association in this output data stream. With this, high portability on the one hand and high quality due to secure data consistency on the other hand are achieved.


