Saturday, October 9, 2021

ECCD-VR-3DAtmos - Enhanced Codec Compression Digital VR

ECCD-VR-3DAtmos - Enhanced Codec Compression Digital VR 7(+16) 1(+2) (L + R) With combined Bitrate Centre channel (c)RS

How to make 3.1 & better audio configurations that makes sense from Joint Channel stereo,
If you use Joint Channels, may aswell make sense!


Joint Stereo channels Reasoning: RS

So joint stereo is so we can control where the center is! Single channels of clean stereo require metadata to be positioned in 3D Space....

Joint Stereo requires a lot less processing power to accomplish 3D Spacing in a Field of audio...

So Joint Channel audio in fact accomplishes a few small details....

Because apart from Virtual Surround, Who can position a 3D Array better than Joint Stereo channels!

So until we start analysing the 3D Synodic wave as a speaker cone literally does by default...

Because Analogue Electron beams are 3D!

However Joint channels are literally a 3D Space in Virtual Surround...
But a Very high quality one; considering the following:

Lower processing costs
Natural 3D Space : VR
Real 3D Space with isometric values
Vibrant Dynamic range over a 3D Space

Rupert S

ECCD-VR-3DAtmos Joint Center Channel JCC 3D Audio for BT, TOSLink & eARC 2021-06

For TOSLink, ARC, eARC, Bluetooth

TOSLink specifics are 384Kb/s , If we can manage 1Mb/s Many Codecs work as is.
Bluetooth has the same issues with Data rate & ARC also.

Bluetooth has a specific capacity of 10Mb,
But often 1Mb/s is Codec maximum with reasonable CPU usage.

Specifically, the Encoder & Decoder rate of 1mb/s capacity can do 7.1 with Atmos VR Channels from 16 to 38.

The VR channel capacity is achieved by combining Extended channels (L + R) With combined Bitrate Center channel,


VR Channel is the Joint Centre channel,
When you pan the Left & Right channel so that the merged Centre bandwidth..

In essence MP3/MP4/E-AC4/AC3 joint stereo has a merged center; By panning & expressing this center field more left & right...
We modify the surround field; A modification of the joint Channel Stereo..

Additional processing so the Joint Stereo channel expresses a 3D Field from L < JCC > R & additionally Up & down

We use Joint Center Channel to create the controlled panning effect:

L < JCC > R

Up < JCC > Down
Left < JCC > Right

We can therefore Create Arrays of panning channels to express 3D Space & can stick within Bluetooth & TOSLink guidelines & at a minimum create:

Left & Right Joint Stereo & Forward to Back Joint Stereo

Or Stereo Left & Stereo right : Forward JCC Back in Left & Right BT Earbud.


The capacity to decode with interpolation &or Mathematical Dithering of the (L + R) Center,
Therefore extending virtual channels within the Dolby Atmos + DTS Standards.

(L + R) With combined Bitrate Center channel,

(L + /VR\ + R) Sub (L + /VR\ + R)

(L + /VR\ + R) VRCenterSub (L + /VR\ + R)

(L + /VR\ + R) Sub (L + /VR\ + R)

Dolby:DTS : (c)RS 2021 : 

The way for 72 subchannel 7.1.2 to satisfy Console Working 1024 Variance Pure 3D Positional Audio, 
Is to sub-filter sound profiles provided to 7.1.2+72 Subchannels.. 
As this is a LOT of processing, 
Try not to go too heavy on EGO. 
But Sub-processing Sound field with AA & Anti-isotropic For Audio Waveforms;  like sub-pixel for GPU Screen display WILL Work, Mark my words "Wisdom WORKS".

(c)Rupert Summerskill


SBC — 200 to 328kbps
AAC — 128 to 256kbps
LC3 — 160 to 345kbps
LDAC — 300kbps, 660kbps, 990kbps
aptX — 352kbps
aptX HD — 576kbps
aptX Adaptive — 279 to 420kbps
aptX Lossless — 120kbps to >1Mbps


Dolby Atmos 3D Audio in production

Useful codec speed improvement:

#ASIO Produces lower latency from audio Input/Output Cycles
ASIO #FasterAudio : but a lot faster, like in gaming or production

For hardware developers of HDMI, VESA, Bluetooth:
ASIO:DSD:SACD:22.5792 MHz (512 times that of CD): 
States only ASIO can playback DSD

Samples for Codec & Sound optimisation, Recorded on 2D Mic in 3D

DJ Bobby laser sample , 2 min sample 3D Audio + MC Vocal by JN

Buddhist Sentience Laboratory

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