A New Multichannel Sound Production System for Digital Television



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A New Multichannel Sound Production System for Digital Television Regis R. A. FARIA and Paulo GONÇALVES Abstract As digital television incorporates 3D technologies, the demand for real high-resolution spatial audio solutions increase. Surround modes such as 3.0, 4.0 and 5.1 are already a consumer commodity in home-theaters and cinemas but their production on the broadcaster side still requires professional solutions to overcome challenges in surround mixing, equalization, mode transcoding and loudness control. Additionally, as ITU-based 5.1 and 7.1 surround modes are actually planar it is convenient to investigate how 3D modes such as 22.2 and Ambisonics can be used in the DTV framework. We introduce a novel sound scene oriented system being developed for multichannel spatial sound production. The system addresses both the multichannel mixing processes and the DTV audio program generation. We discuss advanced features for channel and program level monitoring and compensation, metadata signaling and simultaneous production of n.m programs, including 5.1 and the 22.2. The actual status of development, first results and prospective cooperation are presented. I. INTRODUCTION Digital television (DTV) systems allow the transmission of simultaneous multichannel audio modes, and there is a great demand for recording and mixing solutions for the agile production of multichannel sound programs. In this specific domain, broadcasters deal with a diversity of content delivered by different producers with a multitude of equalization profiles, loudness figures and multichannel modes, requiring solutions for the management of these items. Some common situations in audiovisual production, such as dealing with moving sound sources or rendering accurate acoustical simulations for scenes, require a great number of operations to be accomplished by the sound engineer. Complex productions often deal with hundreds sound sources and mixing them under the current paradigm of track-oriented audio processing is a challenging and time-consuming task. On the other hand there is a need for real-time producing and monitoring different simultaneous multichannel modes, which turns to be too complex with track-oriented mixing schemes. A sound scene oriented paradigm seems to be more suitable for the design of multichannel audio production software. In a scene-oriented audio production system the notion of tracks is replaced by more intuitive and convenient representations of scenes and real sound objects. The sound objects can be freely displaced over a three-dimensional sound scene and all operations needed for rendering a sound field from the sound scene setup till the final multichannel audio programs can be performed by software modules. This project has been sponsored by CNPq (Brazilian National Research Council) through the process RHAE no. 573424/2008-0. This paper addresses the development of a new software system capable of dealing with these questions and proposing solutions in each one. In this introduction we presented the motivations and briefly the problems approached, which are considered with more detail in the next section. Following, we introduce the new system s concepts, architecture, and its main features. The system was approached in macro blocks to explain how all issues are addressed in the chain of operations. The next section addresses the first results. The final section indicates next steps in this development and the collaborations we are engaging in the scope of the ISDB-T advancements. II. MAIN MULTICHANNEL AUDIO ISSUES Recording, mixing, encoding and generating valid audio programs with adequate signaling metadata are the ultimate goals in the digital television audio chain. As audiovisual productions get more complex, satisfying higher quality levels for multimedia presentations, new challenges and technical problems arise. In this section we present problems and critical aspects in producing and consuming multichannel sound programs. A. Volume management Multichannel production is a challenging and relatively new area; there are important questions to address referring to sound mixing, long term and transient volume (loudness) calibration, signaling, and dynamic range control. While volume management guidelines are not established yet in the ISDB-T [1], feedback from professional producers indicates some tools shall be present in a multichannel sound production system for digital television. These tools include reliable and versatile loudness meters, peak-level meters and loudness treatment modules that provide the correction of the program mean loudness to a target value at the production side, in order to get an optimal use of the wide dynamic range offered by high definition digital audio. Volume long-term signaling has been addressed in the norm so as to inform decoders the average measure of loudness for eventual correction during scaling to target levels and principally for difference compensation during channel changes, when broadcasted programs can have different audio volumes. The need for simultaneous production of 2.0 and 5.1 programs due to quality divergences about upmixing and downmixing in professional production need to consider different loudness evaluation in different modes. Dynamic Range Control (DRC) heuristics and schemes, as standardized in the MPEG-4 AAC norm [2], have been

adopted in the ISDB-T. DRC metadata decoding is an obligatory feature for decoders although DRC metadata generation is optional for encoders (on broadcaster side). However the implantation path for a practical DRC scheme is still to be realized. Dealing with volume information, the subtleties of producing multichannel programs to transmit and with the articulation of the standard to accept future modes and spatial encoding formats are the problems we are approaching. B. Spatial audio mixing Mixing for spatial multichannel modes are challenging due to sound image rendering, preserving sound scene coherence and width of objects, generating correctly the spatial perception of the scene. A multichannel audio production tool must efficiently automate the mixing process, so that all supported modes of a system can be generated with the same degree of control of the technical and aesthetical aspects involved in the audio production chain. C. Multichannel program generation Multichannel audio decoding in receptors has been incorporated by industry successfully, with 5.1 surround schemes available in home theater equipments. Systems using proprietary schemes and distribution formats rather then MPEG-based (e.g. Dolby) have also addressed loudness correction, dynamic treatment and access to base-band full channels separately as output in physical decoders. However, on the DTV framework side, some problems remain to be fully covered, mainly related to encoding and decoding. Metadata generation and signaling in MPEG packetized elementary streams (PES) and transport streams (TS) are needed, but actual decoders can t appropriately recover and treat the metadata, and metadata insertion in current encoders is a difficult task. III. SYSTEM ARCHITECTURE We introduce a new system in development that claims to make the audio production for digital TV easier, more intuitive and faster by implementing an efficient and flexible spatial audio processing architecture and adopting a sceneoriented paradigm for audio production in the market. Towards an efficient and modular software implementation a flexible and scalable architecture is required, so that distinct and uncoupled modules implement the scene representation, the acoustic simulation, the encoding, the decoding and monitoring of multichannel audio. The main underlying processing architecture adopted in this system design is the AUDIENCE, a modular framework for auralization proposed by Faria [3][4][5]. This architecture, conceived for the spatial audio processing chain, encompasses the production stage and the final presentation of the spatial sound field rendered from a virtual sound scene. Four main groups of functions are executed in this chain: the scene representation and production the acoustic scene simulation or rendering the spatial/temporal sound encoding the decoding and reproduction of the auditory scene. Each group is implemented by software components within decoupled modules. Among the main advantages of this processing strategy is the ultimate decoupling of production and reproduction tasks, turning it possible for the producer to focus on the sound scene space and performance scripts rather than stressing on rendering to a fixed output mode, as happens with most regular multichannel production software. The output program mode in fact can be independently defined in the third layer. Furthermore, the final audition mode can be even changed in a full architecture implementation. In the present system the concept of layer independence was straightforward adapted to implement the following layers: A. Scene production L1 (Layer 1) The first layer provides the adequate representation of the sound scene parameters, the sound objects, environment and listener attributes, including production scripts to control the performance evolution. B. Acoustics and Effects Rendering L2 The second layer implements acoustic rendering and simulation processes such as reverberation, time delay, Doppler effects and sound attenuation due to distance. C. Audio Program Generation L3 The third layer gathers all encoder modules and generates distribution streams. These contain metadata data plus the sound sources in a spatially/temporally-encoded format. D. Program Monitoring L4 The fourth layer contains modules for decoding formatted streams, and monitoring the multichannel audio. Functions not pertaining to this main processing chain are assigned to an auxiliary layer. Figure 1 shows a block diagram for the 5.1 surround mode generation, indicating the operations in each of the main layers. IV. MAJOR ASPECTS CONSIDERED IN THE SYSTEM In this section we present the major features under implementation, which meet the needs presented in section II. A set of n.m modes can be concurrently produced from the same sound scene setup, including stereo 2.0, the ITU 5.1 surround mode [6] and the 22.2 multichannel audio mode [7][8] for UHDTV program production [9]. An important feature for an audio production tool for digital television is loudness metering, signaling and compensation.

source as conceived in MDAP [12] method, and can support irregular speaker layouts by introducing distance delays and attenuations, as in the DBAP method [13]. Ambisonics up to the 3 rd order is also available, although Ambisonics decoders for irregular layouts such as 5.1 do not deliver image stability as good as for regular speaker layouts [14]. Table I show all modes recommended in the standard and implemented by the system, plus the additional 22.2 mode. The system can be configured for concurrently generating more than one mode. Fig. 1: Block diagram for 5.1 surround sound generation The presented software implements loudness measurement compliant with ITU-R BS 1770.1 [10] and can consider different loudness evaluation in different modes. The loudness of an audio program can be compensated to a target value or only measured and displayed or signaled as metadata. Metadata production is another important feature. All metadata required by an audio program transmission are collected and formatted to DTV transmission. A. Scene representation Each sound scene setup is represented by a set of sound objects and a listener located in an acoustical environment. More than one scene can be represented in a project, and the specification of each one includes the following parameters: the position, orientation and sound radiation pattern of each sound object in 3D coordinates the sound source and reference level for each sound object. the position and orientation of the listener. the geometry and the acoustical properties of the environment. B. Automatic multichannel sound rendering Starting from the sound scene setup and the sound sources associated with each sound object, the software can render multichannel audio to any given mode. As rendering modules are uncoupled from the scene representation, the user can render more than one multichannel mode from the same scene setup. Two render algorithms are provided to generate the multichannel sound approaching a realistic sound field. C. Mixing Although there are various points of volume control and the conventional mute and solo keys, mixing in the new system is done mainly by moving objects within the user interface. In practice this kind of mixing replaces many tedious operations by button drag operations, since the rendering modules do the multichannel program mixing automatically. Due to the uncoupled architecture, different algorithms can mix multichannel audio. The amplitude panning algorithm VBAP [11] is one of the available algorithms. The implementation also allows the spreading of a virtual sound Mode TABLE I GENERATED MODES AND CHANNEL CONFIGURATION 1/0 1 2/0 2 3/0 3 3/1 4 3/2 5 3/2+LFE 6 22.2 (22 + LFE1 + LFE2) 24 LFE = Low Frequency Enhancement channel D. Downmix monitoring Channel configuration DTV receptors can downmix the multichannel audio to provide stereophonic reproduction when a surround reproduction system is not available. The new system provides downmix monitoring so that the result of this operation at the receptor can be judged at production time. E. Loudness measurement, signaling and compensation Loudness meters in the system are compliant with the ITU- R BS 1770.1 recommendation and additionally implement some gated measures to provide a reliable loudness measure of a great variety of audio content [15] and over different longterm and short-term circumstances. There are three different cases of loudness measurement in the system: 1) Offline measurement The measurement can be done over the length of a sound object file directly evaluating the sound samples to integrate a mean loudness for the whole object or for a configurable time window. When a sound file is used as sound source the loudness measurement and correction are done by this method in order to calibrate the reference volume perceived when the object is at a given distance from the listener. 2) Online measurement of live audio input In the case of live input, with no previous history about the sound source, the loudness is measured during a configurable time window. The effectiveness of this measure to the production of a program depends on how much the level and content of the signal fed at the input during measurement is similar to the subsequent sound input.

3) Online measurement of a program loudness The loudness measurement of a program is done online, while the program is being rendered, such that all loudness variations due to sound source dynamics and sound objects movements are taken into account. Measured loudness can be signaled and optionally used to compensate the level of a sound source or of a multichannel program to a target level, even for a live program. environment (studio) and promising results have been achieved in loudness control and regarding the feasibility of the new scene-oriented operational paradigm. Figure 2 shows a print-screen of one prototype implemented over the Pd, detaching the main operational windows. F. Time and spatial sequencing The sound sources onset and offset associated to sound objects can be configured in a typical graphical timeline interface. Objects and listener positions can also be animated during the execution of a sound scene, and level automation is also provided. G. Encoding The new system can direct the rendered multichannel output to available encoder modules, so that the same software tool can do all stages of producing a DTV multichannel audio program stream. H. Metadata generation All mandatory and some optional metadata required for broadcasting an audio program in the norm are collected and properly formatted. The resulting metadata set can be exported as a structured file and can be inserted in the audio stream during an encoding process. Table II summarizes all these aspects covered by the new system. TABLE II ASPECTS COVERED BY THE NEW SYSTEM Sound scene orientation Metadata generation Monitoring solution Loudness signaling and compensation Multiple mode production from the same sound scene Based on AUDIENCE architecture, brings the advantages of this architecture to DTV audio programs production. Automatic volume and descriptive metadata generation and exportation. Monitoring of all generated modes plus stereo downmix is provided. Active or passive loudness treatment. Loudness measuring compliant with ITU-R BS 1770. n.m modes can be concurrently produced to generate simultaneous audio programs, including 2.0, 5.1 and 22.2. V. RESULTS The new system is currently being developed in two phases. The first one addressed the mapping of requirements, the design and implementation of prototypes using the Pd (Pure Data) [16] audio programming platform, specifically for validating all processes and features. After completion, the software underwent a series of component tests and a series of studio production practices for assessing multichannel mixing, permitting the first fine-tuning and improvements. We have tested the software successfully in a production Fig. 2: A beta software prototype developed over Pd Mixing and indexing parameters in a scene-oriented interface has simplified the overall window design, except where compatibility with track-oriented timeline was required. The second ongoing phase addresses implementing the system as a plug-in software module compatible with a major professional audio production software. A newer control view is then expected to further simplify the user operation in authoring practical content. VI. NEXT STEPS The development of this system has been leaded by a mixed research-oriented and market-oriented initiative conducted by Brazilian companies, which aligned partnerships in the market. The expected result of the present phase is the delivery of a stable version of the system coupled to a major commercial multichannel audio production platform in the market, such as the Pro Tools from Avid, which is virtually adopted in all professional studio facilities. An important next step is to customize the system to serve both the audio production chain and the DTV program encoding/transmission chain. Encoding MPEG PES streams is accomplished using SDKs from partners and the next step is to test appropriate metadata insertion in new encoders. For this, the project is fostering collaboration with prospective partners, to permit actual commercial MPEG encoders to interface with the system and take advantage of its metadata generation. Considered in this phase is also the initial concept of a stand-alone version to address real-time integration of studio production facility and the encoding & transmission facility, specially targeting live television program generating.

What is still needed in the scope of ISDB-T is to consider a convergence with real 3D audio, turning the encoding framework compatible to deliver higher n.m modes such as 22.2, and other real 3D audio formats, such as Ambisonics and OGN [17], which delivers an encoded sound scene, and let the receptor render it to any available loudspeaker output mode. The first real 3D multichannel mode possible under the actual ISDB-T coding framework is the 22.2 mode, as proposed by Hamasaki [7][8]. Given the new system decoupled architecture, implementing a larger n.m mode such as the 22.2 was a straightforward approach, and a first module implementing the rendering for this mode has been developed and is under tests now (Fig. 3). A prospective collaboration with Dr. Hamasaki aims at improving further this first implementation. Fig. 3: A 22.2 mode rendering implementation (partial view). The development project of this system is hosted by Organia Music Engineering with a partnership with Yb Production Studio, and counts with the collaboration from major audio technology companies and the Center for Audio Engineering and Coding of the Laboratory of Integrable Systems of the University of São Paulo (LSI-EPUSP). VII. CONCLUSIONS We presented a new software system being developed for multichannel audio production and ISDB-T multichannel program generation. The system architecture has been conceived following a scene-oriented spatial audio processing paradigm and takes advantage of an implementation based on decoupled layers. The first prototypes were built using the Pd audio processing platform. A second development phase addresses the delivery of a plug-in for a commercial software platform adopted in studios and broadcaster facilities. The system addresses the main current problems in the production and generation of multichannel audio programs in DTV, such as multichannel mixing and loudness management. The system is designed as a bridge to integrate the production facility and the encoding/transmission facility. Prospective new collaborations between Brazil and Japan are being fostered towards the integration of the system with actual commercial encoders and towards the development of a stable solution for producing real 3D audio modes, such as the 22.2 surround mode, and for incorporating these advanced features in the ISDB-T framework. ACKNOWLEDGMENTS We would like to acknowledge the Yb Production Studio in São Paulo backing the research project, and Avid Technology for collaborations. REFERENCES [1] ABNT NBR 15602-2. Digital terrestrial television Video coding, audio coding and multiplexing Part 2: Audio coding. ABNT, 2007. [2] ISO-IEC 14496-3. Information technology - Coding of audio-visual objects. Part 3: audio. ISO/IEC, 2005. [3] R. R. A. FARIA Auralization in immersive audiovisual environments. Doctorate Thesis, Electronic System Engineering, Polytechnic School, University of São Paulo. São Paulo, 2005. [4] R. R. A. FARIA and J. A. ZUFFO, An auralization engine adapting a 3D image source acoustic model to an Ambisonics coder for immersive virtual reality, in Proceedings of the AES 28th International Conference, 2006, Piteå, Sweden. 2006. p. 157-166. [5] OpenAUDIENCE, Audio Immersion Software, http://openaudience.incubadora.fapesp.br. Access on Oct, 22, 2010. [6] ITU-R. Recommendation BS. 775.1, Multi-channel stereophonic sound system with or without accompanying picture. International Telecommunications Union, 2002. [7] K. Hamasaki et al. The 22.2 multichannel sound system and its application, in Proceedings of the AES 118 th Convention, Barcelona, Spain, May 28-31, 2005. [8] K. Hamasaki, et al. A 22.2 multichannel sound system for ultrahighdefinition TV (UHDTV), SMPTE motion Imaging Journal 2008, 40-49. [9] SMPTE 2036-2-2008, Ultra High Definition Television - Audio Characteristics and Audio Channel Mapping for Program Production. [10] ITU-R. Recommendation BS.1770, Algorithms to measure audio programme loudness and true-peak audio level. International Telecommunications Union, 2006. [11] V. Pulkki, Virtual source positioning using vector base amplitude panning, Journal of the Audio Engineering Society 1997; 45(6):456 466. [12] V. Pulkki, Uniform spreading of amplitude panned virtual sources, 1999 in Proc. IEEE Workshop on Applications of Signal Processing to Audio and Acoustics, New Paltz, New York, Oct. 17-20, 1999. [13] T. Lossius, P. Baltazar, and T.d.l. Hogue, "DBAP - Distance based amplitude panning, in International Computer Music Conference (ICMC), Proceedings. Montreal, 2009. [14] R. Furse, First and Second Order Ambisonic Decoding Equations. http://www.muse.demon.co.uk/3daudio.html. Access on Oct, 22, 2010. [15] E. Grimm, E. Skovenborg, and G. Spikofski, Determining an optimal gated loudness measurement for TV sound normalization, AES 128th Convention, London, UK, 2010 May 22 25. [16] Pure Data Pd Community Site, http://puredata.info/, Access on Oct, 22, 2010. [17] G. H. M. de Sousa et al. Desenvolvimento de um formato para música digital reconfigurável sobre MPEG-4, in Proceedings of the 7 th AES Brazil Conference, 2009, p. 39-46.