
The Audio Engineering Society's Technical Council (AESTC) has formed a group to advance the science and application of Audio for New Realities. It will serve the needs of the audio community working in virtual-, augmented- and mixed-reality environments.
New realities covers the gamut of application areas: film, games, music, communications, medicine, forensics, simulations, education, virtual tourism. The technical requirements cover obvious areas, such as spatial audio and synthesis, but extend beyond them into audio networking, semantic audio, perception, broadcast, and online delivery. There will therefore be a need for good cooperation, with existing AESTC Technical Committees providing leadership in related disciplines.
Dr. Gavin Kearney, Leader of AES Technical Committee Group On Audio for New Realities
The group will initially operate under the Audio for Games Technical Committee. SVG sat down with the leader of the new group, Dr. Gavin Kearney, researcher and lecturer at the University of York, and Michael Kelly, Vice-Chair, AESTC, to discuss the implications for broadcast audio in the VR/AR environment.
Microphones have followed cameras into racecar cockpits and onto athletes themselves. These are areas in which VR/AR can take viewers deeper. What's the nature of the audio that will have to accompany them into a virtual version of those experiences?
Gavin Kearney: Being able to use VR to give yourself the viewing perspective from inside a sports car or from within a playing field is a paradigm shift in sports spectacle. But the sound design for VR requires more than just being realistic; it needs to be hyper-real. Perhaps the end user wants more crowd sounds or more music or to spatially place the commentary at a particular position around them. Object-based audio broadcast can give the end user the power to change the soundtrack to suit the desired experience.
It comes as no surprise then that the [capture], sound design, and mixing of such events is more challenging than ever. The sound engineer has to skillfully work with and group combinations of dedicated ambient soundfield microphones, spot microphones, and traditional soundtrack elements - such as Foley and music - and transform them into an active VR audio mix in 3D space.
Since the majority of VR audio is presented over headphones, it has to be able to fully render the soundfield naturally in three dimensions and to be readily translated so that, when the viewer moves their head, the soundfield is counter-rotated to ensure stable sound-source placement around the viewer. There are three key aspects here: excellent head-tracking provided by the VR headset, good sound recording and sound design, and good sets of binaural filters that deliver spatially and tonally excellent audio quality.
Michael Kelly: VR for sports faces many of the same challenges as many other live applications (capture, mixing, recording, delivery), audio or otherwise. The challenge with sports is that these are often at their extremes: such as how would you deal with potential nausea of placing someone in a live racing car when they're at home on the sofa?
But there are additional specific audio challenges: for example, miking a rally car to give creative control of the mix as the listener would expect to hear it is no easy task. It's not a new challenge. Game-sound designers have a lot of experience in this, but that's about re-creating a live experience rather than capturing a current one. A big question in this domain is how real does the listener expect it to be? Can we use dramatic license to create a better experience by mixing the real event with Foley?
Will Dolby Atmos and MPEG-H play a role in this?
GK: The AES is committed to seeing outstanding technical delivery of VR audio at all levels, and VR/AR for sports broadcast is no exception. MPEG-H has become an important technology for the delivery of object- and scene-based audio and will certainly permeate sports broadcast. Similarly, we'll no doubt see further technical developments from companies like Dolby in supporting VR audio for a range of applications.
But what's also interesting is the adoption of older technologies, such as Ambisonic surround sound. It's easy to rotate, tilt, and tumble a binaurally rendered Ambisonic mix to counter head movements, resulting in stable source positions to match the VR visuals. As a technology that was first conceived as a competitor in the domestic Quadraphonic era, it is now fully established in VR and AR alongside object-based audio, through the support of MPEG-H.
MK: I think so. Atmos, DTS:X, and MPEG-H were conceived before VR, but the approach they take is highly applicable to VR, and, in many ways, this will totally unlock them. We are also aware of the role of Ambisonics as another highly applicable and much older format that has found its role in VR. Ultimately, these approaches all have individual drawbacks, and it will be interesting to see them evolve along with the way people use them. This is a core focus of the group.
What are the technical challenges AES researchers face in this pursuit?
GK: There are challenges at all levels. On the content-creation side, we are looking at new recording methods, workflows, and mixing environments in the VR space. In particular, how should sound designers be using immersive 360 audio for VR and AR to not only enhance the immersive sporting experience to give a feeling of you are there but also to augment it and give added value to using VR for sports?
On the reproduction side, achieving superb-quality binaural rendering is a high priority but can be difficult to achieve. Should content creators utilize their own personalized binaural filters, or generic filters when mixing? Are there standard binaural virtualization settings that we should use for th
Most recent headlines
05/01/2027
Worlds first 802.15.4ab-UWB chip verified by Calterah and Rohde & Schwarz to be ...
01/06/2026
January 6 2026, 05:30 (PST) Dolby Sets the New Standard for Premium Entertainment at CES 2026
Throughout the week, Dolby brings to life the latest innovatio...
02/05/2026
Dalet, a leading technology and service provider for media-rich organizations, t...
01/05/2026
January 5 2026, 18:30 (PST) NBCUniversal's Peacock to Be First Streamer to ...
01/04/2026
January 4 2026, 18:00 (PST) DOLBY AND DOUYIN EMPOWER THE NEXT GENERATON OF CREATORS WITH DOLBY VISION
Douyin Users Can Now Create And Share Videos With Stun...
21/02/2026
With Software Defined Broadcasting more established in Milan Cortina look for Los Angeles 2028 to have less hardware and more cloud-based software systems...
21/02/2026
The SVP of Olympic Operations on turning CAD drawings into reality, building tru...
21/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
21/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
21/02/2026
Back to All News
Netflix Unveils the Trailer of Accused', A Psychological ...
20/02/2026
Gravity Media and Los Angeles-based Green Couch Entertainment announce a strateg...
20/02/2026
IMAX announces it is working with Apple TV to bring the 2026 FIA Formula One Wor...
20/02/2026
Daktronics has partnered with the Philadelphia Phillies to design, manufacture, ...
20/02/2026
ESPN announces the upcoming launch of Women's Sports Sundays - a first-of-it...
20/02/2026
As the Seattle Seahawks and New England Patriots faced off in the NFL's biggest sporting event of the season on Sun., Feb. 8, Sennheiser wireless solutions ...
20/02/2026
ESPN announces its 2026 Major League Baseball spring training schedule, which includes four national games on ESPN, six games on ESPN Unlimited, and more than 2...
20/02/2026
Open Broadcast Systems, which specializes in software-based professional video transport, has added support for 200 Gigabit Ethernet to its range of encoders an...
20/02/2026
Chyron announces the release of PAINT 10.3, which is designed to help analysts and operators turn live action into clearer, faster on-air storytelling.
PAINT 1...
20/02/2026
With full squad workouts underway, MLB Network's live Spring Training game s...
20/02/2026
Tech enhancements, marquee productions are expected to take advantage of a summe...
20/02/2026
In-venue and creative video staffers at the professional and collegiate level ha...
20/02/2026
Ratings Roundup is a rundown of recent rating news and is derived from press rel...
20/02/2026
Speaking with SVG Europe after one of Team GB's greatest days at a Winter Olympics, BBC Sport's head of major events, Ron Chakraborty, explains the broa...
20/02/2026
Making Winter Games Olympic magic is the goal for every broadcaster in Italy cov...
20/02/2026
Curling, one of the least-dangerous Winter Olympic sports, is dominating the Mil...
20/02/2026
BBC Sport's presence at the 2026 Winter Games is centred around a significan...
20/02/2026
BBC Sport is bringing together its linear TV and streaming digital arms in a str...
20/02/2026
To broaden the appeal of winter sports at Milano Cortina, the BBC has integrated...
20/02/2026
Just in time for the start of Apple TV's inaugural season as the exclusive U...
20/02/2026
One big challenge was to depict the character of each of very different and wide...
20/02/2026
(L-R) Writer-director Amanda Kramer photographs the photographers at the premiere of her film By Design at the Library Center Theatre in Park City. (Photo by ...
20/02/2026
In our latest blog, Tim Pearson explores the impact that increased memory prices are having on the consumer electronics market, and particularly the set-top box...
20/02/2026
Calrec Type R: Shaping the Future of Radio from the Heart of Flirt FM
Love may have filled the airwaves last week for Valentine's Day, and we've just c...
20/02/2026
NEW YORK - February 10, 2026 - An estimated 125.6* million viewers watched Super Bowl LX on Sunday, February 8, according to Nielsen's Big Data Panel meas...
20/02/2026
NEW YORK - February 19, 2026 - Nielsen today shared updated and final Super Bowl...
20/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
20/02/2026
A leading global investment bank, with offices at Two International Finance Centre in Hong Kong, partnered with systems integrators Global Vision Engineering (G...
20/02/2026
Rise AV and Rise Broadcast, the global not-for-profit organisations dedicated to improving gender diversity across technical industries, have today announced a ...
20/02/2026
Open Broadcast Systems, the leader in software-based professional video transport, has added support for 200 Gigabit Ethernet to its range of encoders and decod...
20/02/2026
Signiant today announced the formation of its Customer Advisory Board (CAB), bringing together a select group of customers to collaborate on product strategy, r...
20/02/2026
PTZOptics today announced the launch of its Visual Reasoning initiative that makes video more actionable by combining robotic PTZ camera systems, AI, and open i...
20/02/2026
Amino, a global media technology provider delivering devices, software and cloud services that simplify and elevate video delivery, today announced the successf...
20/02/2026
SMPTE , the home of media professionals, technologists, and engineers, today announced its call for technical papers for the SMPTE 2026 Media Technology Summit....
20/02/2026
Wowza Media Systems today announced that Granicus, a leading provider of digital engagement solutions for governments, continues to rely on Wowza to power its h...
20/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
20/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
20/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
20/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
20/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...
20/02/2026
Share
Copy link
Facebook
X
Linkedin
Bluesky
Email...