This paper presents a fully Object-Based Audio production workflow for live sports from point of capture to audience playback. The presented chain demonstrates how an efficient workflow can be built with minimal changes for the production staff. As an exemplar, the authors applied this approach to a Premier League football match. Broadcast microphones were recorded at a live event, along with additional streams for the provision of different crowd presentations (home and away etc.) to facilitate an immersive and personalised mix for audiences. To manage the additional channels efficiently, AI-based mixing software was used to ensure an object-based approach from the outset. This was achieved by integrating MPEG-H authoring features providing Next Generation Audio from the point of production, streamlining the workflow thus removing the need for additional authoring later in the chain.
Authors:
Moulson, Aimée; Walley, Max; Grewe, Yannik; Oldfield, Rob; Shirley, Ben; Scuda, Ulli
Affiliations:
Fraunhofer Institute for Integrated Circuits IIS, Erlangen, Germany; Salsa Sound Ltd., Manchester, United Kingdom; Fraunhofer Institute for Integrated Circuits IIS, Erlangen, Germany; Salsa Sound Ltd., Manchester, United Kingdom; Salsa Sound Ltd., Manchester, United Kingdom; Acoustic Research Center, University of Salford, Salford, United Kingdom, Fraunhofer Institute for Integrated Circuits IIS, Erlangen, Germany(See document for exact affiliation information.)
AES Conference:
AES 2023 International Conference on Spatial and Immersive Audio (August 2023)
Paper Number:
31
Publication Date:
August 23, 2023
Subject:
Paper
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