Displaying 7 results from an estimated 7 matches for "mapping_famili".
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2018 Oct 25
1
Proposal - Extended Channel Layouts in Opus
I've run into some issues using Opus with source files in channel layouts other than the default 8. For instance, 2.1 isn't supported, so I have to either downconvert to 2.0 or upconvert to 5.1 (which usually involves adding empty channels, which prevents the playback device from upconverting to the native layout).
To address this, I've put together an initial draft of an I-D I'd
2016 May 05
2
[PATCH] Add Functions to Create Ambisonic Multistream Encoder
Jean-Marc,
> Is there any reason you can't just use the generic multi-stream API,
> i.e. opus_multistream_encoder_init() and give it the mapping you need?
I would like the encoder to make decisions based on the fact that the
audio is Ambisonics. For example, the bitrate allocation should not be
the same for every channel. The original multistream API does not
provide a way to pass in
2016 May 04
2
[PATCH] Add Functions to Create Ambisonic Multistream Encoder
This patch adds top level functions to create an ambisonic multistream
encoder. The implementation currently just calls the analogous
surround sound functions with channel mapping 255 to create an encoder
that bundles uncoupled streams. Forthcoming patches will actually set
channel bitrate and other configuration.
My main concern is that adding additional
2016 May 05
0
[PATCH] Add Functions to Create Ambisonic Multistream Encoder
On 05/05/2016 06:29 PM, Michael Graczyk wrote:
> Alright, that is simpler. I can modify the patch to simply add
> "mapping_family == 2" to the allowed values in the surround encoder
> functions.
Sounds reasonable. I would also suggest putting ambisonics behind a
#define ENABLE_EXPERIMENTAL_AMBISONICS (or similar) until the spec is
final to avoid accidental deployment of
Ambisonics with Head Locked Stereo to Opus Channel Mapping Family 2 for WebVR Chrome App and YouTube
2020 Aug 07
0
Ambisonics with Head Locked Stereo to Opus Channel Mapping Family 2 for WebVR Chrome App and YouTube
Hello,
I am trying to encode an Opus file with Ambisonics including Head-Locked (non-diegetic) Stereo sound for a Virtual Reality 360° video.
YouTube describes the spatial audio requirements here:
https://support.google.com/youtube/answer/6395969
It's the last list item 5.
> 5. Supported First Order Ambisonics (FOA) with Head-Locked Stereo format:
> W, Y, Z, X, L, R as a 6-channel
2018 Apr 10
2
[PATCH] opus-tools/opusfile: Support for Ambisonics
Friendly ping for supporting ambisonics in opus-tools & opusfile
Please LMK any ?s you might have.
Cheers,
Drew
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2018 May 25
0
[PATCH] opus-tools/opusfile: Support for Ambisonics
Drew Allen wrote:
> Friendly ping for supporting ambisonics in opus-tools & opusfile
>
> Please LMK any ?s you might have.
Sorry for the long delay on the review. The high-level design looks a
lot better. I have a number of comments on the implementation details.
I didn't really like the way that opus_head_projection_parse() turned
out. I was originally thinking something