Following the current trend of employing parametric enhancement tools for increased coding and spatial rendering efficiency, MPEG audio pursues a standardization activity on Spatial Audio Object Coding (SAOC) technology. The SAOC system extends the MPEG Surround standard by exploiting its coding efficiency. Moreover, the SAOC technology introduces user-controllable rendering functionality together with flexible choice of various playback configurations. These aspects are of potential interest for a large range of gaming applications that will benefit from the efficient coding and interactive rendering. Although SAOC targets many different application scenarios, besides describing the basic SAOC architecture and the manifold of enhancement tools, this paper will focus on the relevance for gaming applications.
Authors:
Terentiev, Leonid; Falch, Cornelia; Hellmuth, Oliver; Hilpert, Johannes; Oomen, Werner; EngdegÄrd, Jonas; Mundt Harald
Affiliations:
Fraunhofer Institute for Integrated Circuits IIS, Erlangen, Germany; Dolby Sweden AB; Philips Applied Technology, Eindhoven, The Netherlands(See document for exact affiliation information.)
AES Conference:
35th International Conference: Audio for Games (February 2009)
Paper Number:
24
Publication Date:
February 1, 2009
Subject:
Audio for Games: Audio Codecs
Click to purchase paper as a non-member or you can login as an AES member to see more options.
No AES members have commented on this paper yet.
To be notified of new comments on this paper you can subscribe to this RSS feed. Forum users should login to see additional options.
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.