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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>

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