VoidXH / Cavern

Object-based audio engine and codec pack with Dolby Atmos rendering, room correction, HRTF, one-click Unity audio takeover, and much more.
http://cavern.sbence.hu
Other
321 stars 14 forks source link

Cavernize Output Has Short Frequent High Pitched Poping Sound #195

Closed EaryChow closed 1 week ago

EaryChow commented 1 week ago

The Google Drive link shares a .mka file (containing E-AC-3 JOC .ec3 audio), it was from this video on BiliBili: https://www.bilibili.com/video/BV1rhDdYoEtf

https://drive.google.com/file/d/1KBaiWqvz83p-PSpbcOCD7UVa441d5z9B/view?usp=sharing

It's a little bit over the 25 MB limit of GitHub file upload so I need to do that. I tried making my own test files to reproduce the issue, but my own files can sometimes encounter the issue but a lot of the times are just fine, too random. The audio track from that video was the only one thing that can reproduce the issue 100% of the time. Not sure why.

Open it in Cavernize, select output to be 9.1.6 with top sides, and render now. Open the result file, jump to around 4 or 5 minutes, you would hear extremely annoying high pitched poping sounds, short but frequent, super annoying. The audio wave form in my DAW looks like this:

image

Those peaks are not part of the content, it's the annoying high pitch pop sounds, extremely frequent. It usually happens with other files I run through Cavernize but again they were usually more random, this video's audio track is the first time it happens that frequently and constantly. Therefore this bug report.

VoidXH commented 1 week ago

JOC and PCM are out of sync, and when the objects jump around/swap places, they matrix the two channels' audio data together. Object swapping is very common practice, and this behavior was never observed before, this should be an isolated case. For fixing the video, you could add a bit of delay and reencode with the --override-bed argument.

EaryChow commented 1 week ago

Object swapping is very common practice, and this behavior was never observed before, this should be an isolated case.

Are you saying that this will be the same when the video is played on an actual Dolby Atmos reciever? If not, it doesn't make sense why Cavern or Cavernize would produce this, at least the creator of this content was not aware of this. Are you suggesting this is the fault of the Dolby spatial coding, not Cavern?

VoidXH commented 1 week ago

It's likely a custom encoder issue that works on a Dolby decoder edge case.