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Audio Quality Evaluation of Spatial Audio Part 1: Designing the Evaluation

2023.07.13 by Luke Bae

Audio Quality Evaluation of Spatial Audio Part 1: Designing the Evaluation

 

(Writer: James Seo)

 

My name is James, a specialist in Research and Development for GSA (GAUDIO Spatial Audio). In our previous discussion, we explored the measurement of M2S (Motion-to-Sound) Latency, an indicator of GSA’s responsiveness to user movements. Today, we seek to address the following question: “Is the sound we hear really that good?” Given that GSA is designed specifically for wearable devices such as True Wireless Stereo (TWS) and Head-Mounted Displays (HMD), sound quality is a vital factor. Regardless of its swift responsiveness to movements, it cannot qualify as an exceptional product if the sound quality is subpar. Sound matters!

 

Methods of Audio Quality Evaluation

 

Before delving into the evaluation techniques for GSA’s performance, it is necessary to familiarize ourselves with the methods used to assess audio quality.

 

Various strategies exist for evaluating the performance of an acoustic device or system. A prevalent approach involves measuring performance based on parameters extrapolated from the sound being reproduced. Our prior discussion on the M2S latency measurement serves as a quintessential example. In addition, standardized methodologies such as PEAQ (Perceptual Evaluation of Audio Quality) and PESQ (Perceptual Evaluation of Speech Quality) are commonly used for assessing audio/voice codecs’ efficacy. Typically, these techniques analyze individual sounds to calculate Model Output Variables (MOVs), elements that influence perceptual quality. The final quality score is derived from a weighted summation of these values. This type of evaluation is termed Objective Quality Evaluation. These evaluations involve feeding an acoustic signal into software or a device and then calculating the final quality score, a process praised for its efficiency due to the relatively short time required.

 

However, these standardized objective evaluation methodologies have their limitations. Since they are designed to assess the degree of degradation in the quality of the signal under test (SUT) relative to a reference signal, they become impractical in the absence of such a reference. This constraint is inherent in these standardized methodologies, given they were initially developed to evaluate codec performance.

 

Another evaluation strategy is the Subjective Quality Evaluation method. Here, the evaluator listens to and compares the audio source under evaluation, judging its quality based on personal criteria. An example of this evaluation method is MUSHRA (Multiple Stimuli with Hidden Reference and Anchor). Nonetheless, as personal standards can vary significantly, obtaining reliable results necessitates a large pool of evaluators, which presents a logistical challenge. Besides the need for numerous evaluators, this approach can be both time-consuming and expensive since each evaluator must personally listen to and assess the sound. Lastly, as implied by its name (Hidden Reference and Anchor), it shares the limitation of being applicable only when a reference signal is available.

 

We are now in the process of choosing how to evaluate the GSA. Given that spatial audio signals do not have a suitable reference signal, we cannot employ objective evaluation methods like Perceptual Evaluation of Audio Quality (PEAQ). Similarly, Multiple Stimuli with Hidden Reference and Anchor (MUSHRA), a subjective evaluation method, is not applicable for the same reason. Moreover, conducting a subjective evaluation based solely on the output signal of the GSA presents significant challenges for evaluators and can make it difficult to produce reliable results.

 

After careful consideration, we’ve decided to compare the GSA with familiar, widely-used solutions that have a well-established reputation for quality. Although there were several spatial audio solutions that could have been considered, increasing the number of comparative systems also expands the quantity of signals requiring comparison. This circumstance could put significant pressure on the evaluators and potentially reduce the reliability of the results. As a result, we chose to limit our comparison to Apple’s Spatial Audio (hereinafter referred to as ASA), ensuring a focused one-to-one comparison.

 

Design of Subjective Quality Evaluation

 

(1) Preference Testing through Paired Comparison

 

Our primary comparison method is a preference test performed using a paired comparison. This process involves presenting two signals in a random sequence and determining a preference. The preferred system is awarded a score of +1, while the non-preferred system receives a score of 0. This method can be likened to asking someone: “Who do you love more, Mom or Dad?” We’ve adopted the Double-Blind Forced Choice technique for this evaluation, which means the evaluators cannot know whether the sound they are hearing has been rendered by ASA or GSA. Since evaluators simply listen to signals and randomly select a preference from two options (A or B), intentional bias can be effectively minimized.

 

(2) Selection of Sound Excerpts

 

The next step involves selecting the sound sources for evaluation. Since the performance of a solution can vary based on the characteristics and format (number of channels) of a sound source, the results may differ depending on which sound source is used for evaluation. Initially, we differentiated and selected sound sources based on 2-channel stereo and 5.1 multi-channel. Although 2-channel stereo is the most common format encountered by users in everyday environments, we also included 5.1 channel sound sources because some films and music sources are mixed into 5.1 channels to enhance the sense of spatiality.

 

For stereo sound sources, we selected one song from each of various music genres, and added a few movie clips in stereo version, resulting in seven sound sources in total. We also selected seven sound sources with various characteristics, including films, music, and applause, for multi-channel audio. Each chosen sound source was trimmed to a length of 10-15 seconds, considered to be the most appropriate duration for subjective evaluation.

 

(3) Generation of Evaluation Signals

 

The primary goal of this evaluation is to measure the quality of Spatial Audio that dynamically adapts to user movements. Ideally, we would render each evaluation audio source to reflect actual user movements. However, due to the exclusivity of Apple’s Spatial Audio (ASA) within the Apple product ecosystem, we encountered limitations in constructing the ideal experimental environment. It was impractical to secretly implement alternative Spatial Audio renderers on devices such as the AirPods Pro or iPhone for evaluation purposes. As a result, we resorted to creating signals separately, rendering them for fixed head orientations, and selecting front-facing orientations that users encounter most frequently.

 

Another challenge is capturing sound from ASA, given it only operates within Apple’s ecosystem. Fortunately, at Gaudio Lab, we managed to acquire filters associated with ASA. Despite current iOS updates blocking this route of acquisition, there was a period when we could capture signals transmitted to True Wireless Stereo (TWS) devices like the AirPods Pro. We accomplished this by activating the Spatial Audio feature and playing the audio source.

 

Although it is feasible to play the desired audio source from an iPhone and capture the actual rendered signal, using specific signals such as a swept sine can also directly yield ASA’s filter coefficients. After combining the obtained filter and audio source and replaying it through the AirPods Pro, the sound rendered with Spatial Audio reproduces identically to an actual iPhone/AirPods Pro setup. Alternatively, using an ear simulator equipped with AirPods Pro to capture the response of ASA in its on/off states—excluding the TWS response—also offers a method to obtain filter coefficients. However, this approach is somewhat technical and diverges from the main discussion, and thus will not be covered here.

 

For the listening evaluation, we used the AirPods Pro as the evaluation medium to enable a fair comparison between ASA and GSA. This approach minimizes the impact of variations in quality due to differences in the final playback device, facilitating a more focused evaluation of the renderer’s performance in implementing spatial audio.

 

In addition, we included original signals that bypassed both ASA and GSA in our comparative analysis. Should the evaluation reveal that both ASA and GSA underperform compared to the original signal, it would render the comparative exercise futile. Reviewing these results offers insights into evaluators’ overall preference for spatial audio against the original signal. We treated a downmixed audio source from 5.1 channels-to-2 channels as the original signal. As a result, the final set of comparative signals for each evaluation audio excerpt is organized as follows.

 

  • GSA vs. ASA
  • GSA vs. Original
  • ASA vs. Original

 

(4) Setting for Subjective Quality Evaluation

 

The setting for subjective quality evaluation, where evaluators conduct their assessments, is outlined below:

 

As demonstrated in the figure, evaluators can identify only the name of the evaluation audio excerpt. They are kept unaware of which signals – ASA, GSA, or the original – have been allocated to options A and B. The individuals designing the evaluation are equally unaware of how options A and B are allocated, and they cannot dictate which audio source appears first for assessment. The sequence of the audio sources is randomized by the system, ensuring that their order does not influence the results.

 

Within this interface, evaluators are tasked to select what they believe to be the superior option between the two presented. Upon making this selection and clicking the ‘Next Test’ button, they proceed to the subsequent evaluation. This procedure embodies the double-blind forced-choice method previously discussed. Evaluators are allowed to repeat specific sections during the assessment of a single audio source without any imposed restrictions. As the evaluation system is web-based and hosted on the Gaudio Lab’s server, it allows for concurrent evaluations by multiple users. Upon the conclusion of each assessment session, the results are stored on the server.

 

(5) The Evaluation Panel

 

The current round of evaluations included a total of 20 adults, both men, and women, ranging in age from 20 to 40. Among these participants, 11 were seasoned evaluators with extensive experience in auditory assessments. To incorporate perspectives from the general public, we included nine individuals who lacked specialized knowledge in sound quality evaluation or related technology but displayed a keen interest in activities such as regular music listening.

 

The result will be revealed in Part 2. Stay Tuned!

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Synchronizing lyrics? It's Directly Handled by AI: An Introduction to GTS by the PO

Synchronizing lyrics? It's Directly Handled by AI: An Introduction to GTS by the PO (Writer: John Jo)   Before we dive into the details of GTS, let me introduce myself.   Greetings! I'm John, the Product Owner (PO) of GTS at Gaudio Lab. I work as the PO of GTS at Gaudio Lab by day, and chase my passion as a jazz vocalist by night. I lead and sing for the New Orleans marching band SoWhat NOLA (shameless plug here).   Do you agree with the phrase, "We listen to music with our eyes 👀"?   What I’m actually referring to, is song lyrics. GTS plays a pivotal role in the 'real-time lyric display' feature seen in today's streaming services. Here, AI autonomously syncs lyrics with their corresponding music.   In this discussion, my goal is to shed light on the inner workings of GTS and explore how this AI product, jointly cultivated by Gaudio Lab and myself, is revolutionizing our world.     The Untold Story Behind 'Real-time Lyric Display'   Currently, most music streaming services offer real-time lyric services.     <Here's a snapshot of a real-time lyric service - just like this!>   Until recently, were you aware that the synchronization of lyrics and melody for music streamed online was manually done by individuals?   Unfortunately, the practice of manually synchronizing lyrics comes with its own limitations, some of which may seem familiar:   It is a time-consuming process. Syncing requires listening to the song in its entirety. If lyrics flow at a rapid pace, as in rap, or if the language isn't your native tongue, the processing time escalates significantly. The quality isn't always consistent. As I mentioned earlier, tracks that are harder to sync take longer to process. This makes it near impossible for those handling multiple songs in a day to perfectly process each one. The music market is flooded with thousands of songs each day. It's only logical for music streaming services to invest more in labor to ensure proper lyric syncing. Factor in management costs, and it quickly becomes a daunting task. It concerns artists as well. I personally experienced difficulties with lyric syncing during my album release. When I released my debut album two years ago, Spotify, an international streaming service, didn't provide real-time lyric services. As a result, I had to painstakingly use a manual sync service. In contrast, I recall the sense of satisfaction I felt with the smooth syncing on local streaming services that had incorporated GTS.     Let's dive deeper into the revolutionary AI solution known as GTS that resolves all these issues at once.   [GTS Concept Diagram]     GTS, short for Gaudio Text Sync, is a tool that [utilizes AI to automatically synchronize lyrics with the audio of a song]. For instance, given an mp3 file of BTS's new song "Take Two," and a txt file with the lyrics, GTS automatically generates a timeline for the lyrics.     If you're curious about how GTS can cut down time and cost, here are your answers:   GTS only takes about 5 seconds to process a single song and it covers a wide range of languages, including English, Korean, Chinese, and Japanese. Regardless of the song being processed, GTS creates accurate and considerably faster timelines than human capabilities allow. Even high-speed tracks from artists like Eminem pose no problem. For streaming services facing similar challenges, adopting GTS could be a game-changing decision (that will also positively impact your business!) GTS not only provides synchronization results, but also offers a detailed 'Sync Result Report' for each song. This report specifies the accuracy of the synchronization and checks if any lines of lyrics have been improperly synced. Users can use this report to effortlessly review and correct any discrepancies in the lyrics or synchronization. (And it could even get you off work sooner!) Today, most Korean music streaming services provide real-time lyrics created through GTS to their customers. Foreign streaming services have started to take notice, and we're continually holding intensive meetings with them. We're setting our sights on international expansion. Full speed ahead! The surprises don't end here. GTS, which started with creating timelines for each line of lyrics, is now capable of generating timelines down to each word. The R&D team is currently working on advancing the technology to create timelines on a per-character basis, just like you'd see in a karaoke session.   As the saying goes, seeing is believing, so here's a comparison: Let's take a look at the lyric syncing capabilities of Company G, a leading Korean music streaming platform, and NAVER VIBE. I've selected a track titled "Still a Friend of Mine" by one of my favorite bands, Incognito.   First, let's take a look at Company G's real-time lyrics. You'll notice that the synchronization is off by almost a complete line.   Many of you might have encountered this frustrating and inconvenient situation. It's difficult to navigate to a specific part of a song just by clicking the corresponding lyrics.     Now, let's take a look at VIBE, which has incorporated GTS technology.   With accurate synchronization, the music-listening experience is greatly enhanced. (Plus, VIBE has an exclusive feature allowing you to see native-level translated lyrics!)         GTS is revolutionizing the world in numerous ways. E.UN Education: Facilitating the enjoyment of music for those with hearing impairments. It's instrumental in music education services for those with hearing impairments. Through GTS, these individuals can experience music via vibrations corresponding to each syllable. GTS is actively being utilized by E.UN Education in Korea, who are gearing up for the launch of such an application. By determining the beginning and end points of each phrase in a song, GTS assists hearing-impaired individuals in discerning each line of the lyrics. This innovative use of AI technology is a true embodiment of Gaudio Lab's mission to leverage AI for the betterment of society.     [Picture taken during a meeting with E.UN Education]   CONSALAD: Indie musicians can now effortlessly generate lyric videos!   At CONSALAD, lyric videos are created (refer to picture below) and distributed to promote indie artists' new songs.   Here, GTS is utilized to synchronize the lyrics in these videos, illustrating how Gaudio Lab's technology assists indie musicians in their promotional efforts.       These cases are testament to Gaudio Lab's dedication to 'delivering exceptional auditory experiences through innovative technology'.     However, the journey of exploring GTS's potential doesn't stop here. The applications of GTS are endless…   GTS can be applied wherever there is a need for synchronization between text and sound. In OTT or videos, where synchronization between closed captions and audio is required. In audiobooks, where synchronization between audio and text is essential. In language learning, where synchronization between audio and text is crucial. Furthermore, GTS can be incorporated into a much broader array of applications than you might think, and I'm always open to further exploration and discussion.     In conclusion,   The first project I undertook when I joined Gaudio Lab was the commercialization of GTS. Today, GTS is widely used in most of Korea's music streaming services, and it's gratifying to see how it enhances the music experience for many users.   My next goal is to speed up the implementation of GTS in a multitude of music/OTT streaming services around the world.   If you are interested in enhancing the auditory experiences of users worldwide, don't hesitate to reach out to us at Gaudio Lab!        

2023.07.07
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Audio Quality Evaluation of Spatial Audio Part 2: Evaluation Result - GAUDIO vs Apple

Audio Quality Evaluation of Spatial Audio Part 2: Evaluation Result - GAUDIO vs Apple   (Writer: James Seo)   Evaluation Result   The results obtained from the previously described evaluation process are as follows:   [Image 1: Result from Stereo Sample]   [Image 2: Result from 5.1 Channel Sample]   [Image 3: Total Result]   Each evaluation target, for both stereo and 5.1 channel formats, could achieve a maximum score of 280 points. If all participants rated one evaluation target as superior across all audio samples, that system would receive a full score of 280 points. Accordingly, GAUDIO’s GSA system achieved a score of 186 points for stereo audio samples and slightly more, 188 points, for multichannel samples. This data suggests that among the evaluated systems, the GSA received higher preference from the participants.   While GAUDIO’s score was promising, it is equally crucial to determine its statistical significance. Given the overall preference for spatially processed signals, we applied basic statistical methods to analyze the results of GSA and ASA. We isolated the trials that compared GSA and ASA and compared the differences in scores by subtracting ASA’s score from GSA’s. If all participants rated the GSA as superior across all audio samples, the average difference would be 1, and -1 if otherwise. Since relying solely on the mean could be insufficient for determining statistical significance, we also calculated the 95% confidence interval. If this confidence interval includes zero, despite a difference in the mean score, we would conclude that there is no statistical difference between the two systems. Therefore, for GSA to be statistically superior, the mean should be greater than zero, and zero should not be included in the confidence interval.   [Image 4: Comparison of GSA-ASA result ]   According to the graph, for both stereo and 5.1 channel signals, the mean is above zero, and the 95% confidence interval does not include zero. This trend persists even when combining both sets of results. Therefore, it’s not merely about GSA earning more points, but at a statistically significant level, the sound rendered by GSA was assessed as superior compared to that rendered by ASA. But how do the comparative results between GSA and the original, and ASA and the original fare? We used the same method to calculate the mean and the 95% confidence interval, leading to the following outcomes:   [Image 5: Comparison of GSA - Original]   [Image 6: Comparison of ASA - Original]   Upon reviewing the GSA-ORI results, we find that in all cases, the mean is greater than zero, and zero is not included within the confidence interval. Compared to the GSA-ASA results, this confirms that GSA was selected as the preferred sound, statistically and significantly. On the other hand, in the ASA-ORI results, no statistically significant difference was detected between the original and ASA-rendered versions of 5.1 channel audio samples. Although not of great significance, it is noteworthy that the mean score is below zero. Combining all these findings, the sound rendered by GSA was most preferred across all evaluated audio sample formats. This preference for GSA holds true for the 5.1 channel format as well. However, for the downmixed original and ASA-rendered sound, there was no clear preference indicated by the results.   Conclusion   Sound, being both invisible and intangible, often presents a considerable challenge when attempting to clearly communicate its quality. This challenge becomes particularly pertinent when endeavoring to demonstrate the superior sound experience provided by a sophisticated system such as the GSA. Widespread acceptance and application of this technology across markets require us to effectively express the excellence of the system. However, as detailed in the main body of this text, implementing an objective evaluative method for sound is essentially unfeasible. To circumvent this issue, and to objectively represent the performance of GSA for those unable to personally experience it, we undertook this experiment. The aim was to showcase how individual preferences manifest when their experiences with the GSA are compared against their prior experiences with either original sound or Apple’s spatial audio.   Furthermore, we hoped that the GSA achieving positive results in this experiment would boost the confidence and morale of Team Gaudio, who have been tirelessly dedicated to the research, development, and commercialization of this technology. Fortunately, the outcomes were indeed encouraging and brought us a sense of satisfaction. Although the complexities involved in describing the experimental procedures, the results, and the analysis might make this article somewhat intricate, we sincerely hope that this effort, along with our previous work on M2S Latency, will aid in deepening readers’ understanding of the GSA.

2023.07.19