4.1.4 Audio Signal Representation
26.1183GPPRelease 17TSVirtual Reality (VR) profiles for streaming applications
Audio for VR can be produced using three different formats. These are broadly known as channels-, objects- and scene-based audio formats. Audio for VR can use any one of these formats or a hybrid of these (where all three formats are used to represent the spherical soundfield). The audio signal representation model is shown in Figure 4.1-6.
The present document expects that an audio encoding system is capable to produce suitable audio bitstreams that represent a well-defined audio signal in the reference system as defined in clause 4.1.1. The coding and carriage of the VR Audio Rendering Metadata is expected to be defined by the VR Audio Encoding system. The VR Audio Receiving system is expected to be able to use the VR Audio Bitstream to recover audio signals and VR Audio Rendering metadata. Both signals, audio signals and metadata, are well-defined by the media profile, such that different audio rendering systems may be used to render the audio based on the decoder audio signals, VR audio rendering metadata and the user position.
In the present document, all media profiles are defined such that for each media profile at least one Audio Rendering System is defined as a reference renderer and additional Audio Rendering systems may be defined. The audio rendering system is described based on well-defined output of the VR Audio decoding system.
Figure 4.1-6: Audio Signal Representation
For more details on audio rendering, refer to clause 4.5.