Tag Archives: Standardisation

EBU Tech Report 3392 Cover

ADM profiles for open object-based audio workflows

Our efforts to establish a Next Generation Audio (NGA) production workflow based on open standards is still ongoing. Next Generation Audio is designed to deliver highly adaptable audio for immersive, more personalized experiences and accessibility services. The Audio Definition Model (ADM) and the EBU ADM Renderer (EAR) are the backbone of the production workflow we …

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The EBU ADM Renderer at IBC 2018

One of the key motivations behind our work is the creation and establishment of open, interoperable standards and formats for broadcasters. For Next Generation Audio (NGA) one of the missing puzzle pieces until recently was an open standard for a renderer. With the publication of Tech 3388 (aka the EBU ADM Renderer (EAR)) and the accompanying …

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European collaboration for open NGA broadcast workflow successfully completed

More than three years ago, we initiated an European collaboration project called “ORPHEUS” along with our audio colleagues from BBC R&D. Our aim was to develop and establish an end-to-end workflow for object-based audio broadcasting, based on open standards.  So we teamed up with major European companies and institutions, which are all experts in their …

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libadm source code

Open-source for open object-based audio workflows

Together with multiple other EBU members we developed the EBU ADM Renderer (EAR), a production renderer for audio described by ADM metadata. It is specified in EBU Tech 3388 and accompanied by an open-source reference implementation written in Python. Recently all the hard work we put into this project got rewarded: the EAR won the …

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Working on a standardised NGA renderer for the production

A few years ago, we joined the standardization efforts of NGA (Next Generation Audio) components for the production and distribution environment in ITU-R, EBU, DVB and other organizations. Whilst the standardization for the distribution was already almost established, we spent quite some effort on the production format and the production renderer. After many discussions within …

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