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SPECIAL REPORT > AUDIO<br />
can even in one channel start to move things<br />
because of the information that our brain is<br />
picking up as delays between the two, but if<br />
that field is too far apart, then that doesn’t work<br />
anymore.” He continues, “Diffused field around<br />
[the audience] and using these three layers, that<br />
makes the big difference.”<br />
Upon completion of the work of TC-<br />
25CSS-10 and upon understanding the nature<br />
of how Barco will offer the necessary upgrades<br />
to the existing Auro 11.1 screens to cope with<br />
object-based DCPs, it is still unclear how<br />
effective the current Auro 11.1 layouts found<br />
in theaters today will be at accurately rendering<br />
objects. Similarly, if Van Baelen is correct, Dolby<br />
Atmos’s lack of two vertical height layers ought<br />
to reduce the accuracy of interaction between<br />
Auro’s important ear-height and first-height<br />
fields. Although to be fair, it has been seen that it<br />
has not always been possible in some (especially<br />
in stadium-seat) auditoriums for Auro to install<br />
both layers to the fullest extent due to height<br />
restrictions.<br />
It has always been the case that the ultimate<br />
in sound quality is achievable when the<br />
creative team are mixing sound in a reference<br />
electro-acoustic environment pertaining to that<br />
same release format and that all the cinemas with<br />
that format aim for their environments to tend<br />
toward that same reference as closely as possible.<br />
That way, the nuances of the format are worked<br />
with and the audiences have an experience that<br />
is as close as possible to the original artistic<br />
intent. An Auro mix is best replayed in an<br />
Auro environment, and an Atmos mix is best<br />
replayed in an Atmos environment. Creating<br />
a range of deliverables that are subsets of the<br />
original mix is a norm in the industry—even if<br />
they all end up on the same DCP. DTS’s aim<br />
with MDA is as Kalker puts it, “The format<br />
should be interoperable as 3D was for anybody.”<br />
However, this analogy has some challenges; 3D<br />
is very simple compared to the complexities of<br />
immersive audio. 3D is effectively the delivery of<br />
two channels to a market that offers competitive<br />
ways to present those two channels to each<br />
eye with minimal bleed between the eyes and<br />
with minimal distortions—perhaps very much<br />
like offering stereo sound to a competitive<br />
headphone market. What MDA is aiming to<br />
achieve is perhaps more akin to ensuring that a<br />
video-rich web page is rendered exactly the same<br />
on all users’ systems regardless of the size, shape,<br />
and pixel resolution (including dead areas) of<br />
the monitor, regardless of browser and operating<br />
system used, and regardless of the Internet-connection<br />
bandwidth.<br />
CONCLUSION<br />
Exhibitors are understandably looking for<br />
ways to differentiate and compete both within<br />
the cinema industry and also with non-cinema<br />
forms of entertainment.<br />
Immersive audio for cinema has received<br />
a comparatively quick uptake not only from<br />
exhibition but also from major filmmakers and<br />
studios. It’s an exciting development that the<br />
industry needs. If history has taught us anything,<br />
it’s surely only a matter of time that non-cinema<br />
versions will become available. At least Auro is<br />
currently moving in this direction, with more<br />
than 150 music albums natively recorded in<br />
Auro 9.1 and tangible interest from the games<br />
and automotive industries.<br />
Any such uptake of immersive audio outside<br />
of cinema is not necessarily a negative for cinema<br />
because it is in the home and mobile spaces<br />
where brands quickly become known and associated<br />
with quality. A publically recognized brand<br />
of superior sound is yet another reason for exhibitors<br />
to select one format over another in order<br />
to sell that experience to their own public. The<br />
best cinemas will always offer a better experience<br />
than anything available outside the cinema, and<br />
movie fans will demand the best from their local<br />
screens—especially if they have the best they can<br />
achieve at home.<br />
The cinema audio environment is a challenging<br />
environment, and it is very easy to make bad<br />
sound for otherwise good cinemas or to experience<br />
bad sound from otherwise good content.<br />
Control between content creation and exhibition<br />
has been necessary to optimize the resulting<br />
experience. <strong>Pro</strong>prietary formats have offered this<br />
commercially viable control of the complete<br />
system by wrapping technology with standards,<br />
recommendations, and end-to-end quality-assurance<br />
services. This is not so readily possible with<br />
open standards as is starting to be witnessed in<br />
some D-Cinema-only territories.<br />
Of the current immersive audio offerings,<br />
each offers its solution from a different approach.<br />
One focuses on the use of physical vertical<br />
height arrays and the interaction between the<br />
different layers to create immersion. The other<br />
focuses on providing uniformly placed matching<br />
loudspeakers over an upper hemisphere of<br />
locations to be able to accurately and smoothly<br />
render objects as well as arrays of channels. Importantly,<br />
both are pledging support in principle<br />
of the work of SMPTE TC-25CSS-10 as that<br />
progresses; both are backward compatible to the<br />
standard 5.1 track; both in principle can coexist<br />
on the same DCP; and both are supported by<br />
content creators at this time.<br />
All this is very positive evidence that the risk<br />
is lessened of an exhibitor picking the wrong<br />
format now to only find its content drying up<br />
in the future. There are indeed many reasons for<br />
cinemas to embrace immersive audio now in<br />
order to maximize their competitive position not<br />
only against their fellow exhibitors in the cinema<br />
space but also from the level of immersion that<br />
may be possible outside of the cinema in the<br />
near future from at least one of the vendors.<br />
If you agree that the answer to the question<br />
raised by the provocative title of this article is<br />
“yes”, then the industry must be very careful in<br />
ensuring healthy competition and choice are<br />
kept available in the market but not necessarily<br />
through the over-application of standardization<br />
in a way where the differences between those<br />
choices are diluted down and merged to the<br />
lowest common denominator or that forces<br />
mass upgrades to existing systems. SMPTE<br />
TC-25CSS (and internationally ISO TC-36)<br />
has a lot of work ahead of it in order for this<br />
balance to be achieved. Both immersive audio<br />
offerings have their merits in their full form,<br />
and their coexistence brings necessary choice,<br />
control, and added value to the industry at<br />
this important time.<br />
I would like to thank Auro Technologies, Barco,<br />
Dolby, and DTS for their lengthy interviews by<br />
way of contribution to this article, which has aimed<br />
to be fair, objective, and neutral at all times.<br />
JULIAN PINN<br />
Managing Director, Julian Pinn Ltd<br />
Julian Pinn has 20 years of experience<br />
in the global motion picture industry as<br />
an audio and 2D & 3D imaging specialist,<br />
consulting on hundreds of international<br />
movies over their techno-artistic optimization<br />
of the medium. He is also a highly<br />
experienced senior business development<br />
and sales and marketing executive operating<br />
globally, often in complex trading<br />
blocs such as China. Among his work on a<br />
broad spectrum of committees, Julian is a<br />
member of the SMPTE, the current chair of<br />
ISO standards committee for cinematography<br />
(TC36), and is a full voting member of<br />
the British Academy of Film and Television<br />
Arts. He holds an honors degree in music<br />
and sound recording from the University<br />
of Surrey’s Tonmeister program and a master’s<br />
in business administration specializing<br />
in marketing and finance from the Open<br />
University. Julian is the owner and managing<br />
director of Julian Pinn Ltd, which<br />
provides technical and strategic consultancy<br />
services to a wide range of international<br />
cinema and media clients.<br />
32 BoxOffice ® <strong>Pro</strong> The Business of Movies JUNE <strong>2014</strong>