Chapter-3: Getting The Sound You Want
In general, applications requiring audio processing prior to a codec don’t rely heavily on absolute loudness for their overall success. Loudness is still important of course – you do want to be heard – but it is not the most important thing. It has been well established that codecs generally do not like extremely processed audio applied to their inputs because with very dense audio there are fewer opportunities to hide coding artifacts (these opportunities to hide coding action are commonly referred to as codec entropy).
If you believe that you’re in a density war and you feel a need to react, we can provide some suggestions that should help. Conversely, if you have the luxury to strive for increased sound quality, we’ve got suggestions for you too! There will always be a subjective compromise whenever there is a desire to shift the processing priority from the highest quality setting to those generating the highest loudness.
OmniaONE Multicast has been designed to minimize the
In many cases it’s not just about increasing the drive to the limiters. Instead, it can be as
Please give the following content some thought as it may assist you in developing an overall
A Word About Density, Clarity, and Intelligibility
Processing for the coded audio world is quite a bit different than what is done for
In conventional broadcast applications the method of clipping that was used contributed substantially to the quality vs. loudness tradeoff – it was a fairly simple
In the coded domain the tradeoff is much different - it becomes a
Quality Versus Density
The primary
Please remember that the core objective of the OmniaONE Multicast product is maximum intelligibility at low bitrates and processing that creates heavy density can completely mask that effort. A codec provisioning processor is in quite a different role than a conventional
OmniaONE Multicast - Use and Operation Manual – Version 0.90
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