[opus] Antw: Re: Antw: [EXT] Opus merging streams
Ulrich Windl
Ulrich.Windl at rz.uni-regensburg.de
Wed Apr 6 08:22:44 UTC 2022
>>> Andrew Sonzogni <andrew at safehear.fr> schrieb am 06.04.2022 um 09:47 in
Nachricht <f7a34d74-0026-1d71-6823-62454988aa33 at safehear.fr>:
> Thanks for the info !
>
> Then I have a question. What kind of mixer algorithms can be used to mix
> 3 different channel together on an embedded system ?
>
> I've used this one but it's not THAT good: (chan1 + chan2 + chan3) / 3
Obviously if you have an overflow first, then dividing by three won't help, I
guess.
chan1/3 + chan2/3 + chan3/3 ?
>
> The output signal may peak or be buggy some times.
>
> For your information, I'm using an ARM M4F with Opus configured like
> this (40ms, 16kHz, 16 bitrate, 0 compres).
Regards,
Ulrich
>
>
> Kind regards,
>
> Andrew
>
> Le 06/04/2022 à 08:36, Sampo Syreeni a écrit :
>> On 2022-04-06, Ulrich Windl wrote:
>>
>>> Incidentially I came across a Dolby Atmos demo that had about 118
>>> channels wirh 24bit audio at 48kHz, all in one huge WAV file yesterday.
>>
>> Is that even a legitimate encoding?! What the fuck.
>>
>>> When I tried to play that (in plain stereo) with audiacity, even my
>>> fast computer (i7 at 4GHz) had dropouts. So I can imagine that
>>> decoding a large number of channels and mixing those seems to be a
>>> bad idea.
>>
>> It is. Which is why my favourite ambisonics exists (sales pitch): it's
>> a principled and nigh entropically speaking optimum way to fold down a
>> static central soundfield down to a number of channels. Third order,
>> so sixteen channels, seems to be upto the task for *any* central
>> isotropic soundfield at all, and the system yields to static
>> optimization.
>>
>> I cannot for the life of me understand why Atmos exists. Except for
>> patent patent law or something like that. If it was used to express a
>> live gaming or augmented reality setup, with arbitrary auditory
>> parallax, I could get the point. But that's not what Atmos or even
>> Dolby AC-4 are about. They just encode a static scene -- in a way
>> *much* more complicated and heavier on the processor than a "simple"
>> third degree periphonic ambisonic HOA signal set would be, and in a
>> manner not amenable to low resource optimizations in surround sound.
>> The object based encoding simply seems stupid and superfluous.
> --
>
>
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