In this fourth installment of the Immersive Audio series we investigate the production tools needed to produce live immersive content. Moving from channel-based output to object audio presents some interesting challenges as the complex audio image moves around in three-dimensional space.
Live production of immersive audio is all about the metadata and in this Essential Guide we discuss the two systems currently available for live production; MPEG-H and Dolby Atmos. We explain the workflows and operational considerations needed to create a live immersive audio experience.
In the sponsors perspective, Sennheiser provide a detailed explanation of how their beamforming microphone array system is combined with positional data from camera trackers to isolate objects such as football kicks in live sports broadcast production.
A unique presentation from Genelec’s Senior Technologist Thomas Lund uncovers practical considerations for monitoring and immersive audio. Concepts such as hearing exposure times and room calibration characteristics are discussed to demonstrate how an optimal immersive audio monitoring system can be provided.
And Lawo considers the potential for production automation in immersive sports broadcasting. Using automated tracking software, an explanation of how we can expect to move towards a personalized, object-based experience is given.
Download this Essential Guide now to understand the latest advances in immersive audio for live production environments. Learn about the latest innovation from the experts who are making this technology work in real-life sports application.
This Essential Guide is a must for anybody needing to learn about immersive audio, especially in live broadcast sports environments.
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Strategies for capturing immersive audio for scene and object-based audio.
Genelec Senior Technologist Thomas Lund starts down the road to ideal monitoring for immersive audio by looking at what is real, and how that could or should be translated for the listener.
Lawo’s Christian Scheck takes a tour of console functions and features that have a special place in immersive audio production, and how they are developing.
Will alternative immersive channels create an imperative for broadcasters? Veronique Larcher, Director of AMBEO Immersive Audio, Sennheiser, explores immersive content outside of the commercial broadcast space, including virtual, augmented, and mixed realities.
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