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Gaudio WORKS Plugin: How to download

2019.05.08 by Luke

WORKS PLUGIN

DAW(digital audio workstation) with intuitive, visual UI enables the creation and mastering of VR360 and 3D immersive space audio content.

What you can expect

‘Works’ provides 3D audio and editing and mixing functions as well as monitoring functions through a variety of 3D audio formats(YouTube, Facebook, Gaudio). Created audio content from ‘Works’ is stored as Gaudio’s proprietary format(the GA5 format), and supports both scene-based, object-based, and channel-based audio.

 
 
 
 
 

Award Winning Product

WORKS’ ingenious and cutting-edge technology won the Innovation Company of the Year award at the VR Awards 2017.

 

 

*WORKS is no longer available to the public, and further support cannot be guaranteed at this time. 

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Android Spatial Audio support, so… what is it?

Android Spatial Audio support, so… what is it? (2023. 03. 15)   In April 2022, rumors were circulating about Android Spatial Audio support, and in January 2023, it was officially introduced through a Google Pixel update. Currently, not all Android smartphones can experience it, and only some Pixel smartphones and Pixel Buds Pro can connect and experience Android Spatial Audio (as of the publication date of March 15, 2023). However, it is expected that the number of supported devices will gradually increase in the future. If you’re considering implementing Android Spatial Audio, here’s a quick overview of what’s changed and what you’ll need to take into consideration.     Figure 1. Supported Spatial Audio when Google Pixel smartphones and Pixel Buds Pro are connected.   Spatial Audio, a giant concert hall in your tiny earbuds Before introducing Android Spatial Audio, let us briefly explain spatial audio technology. Typically, to experience spatial sound, you need a speaker environment of 5.1 channels or more. In addition, you require a dedicated space to place each speaker, and there are many cumbersome tasks, such as setting up an amplifier. As a result, it is challenging to enjoy spatial sound while commuting or exercising outdoors.   Spatial Audio technology overcomes these physical limitations and reproduces immersive sound, as if you are in a real space, even in an earphone (headphone) environment. It’s like having a 7.1.4 channel-equipped listening room right in your ears. Apple’s Apple Spatial Audio, which was applied to AirPods Pro, and some flagship smartphones such as Samsung Galaxy, allow you to experience spatial audio technology.     Figure 2. Apple Spatial Audio and Samsung Galaxy’s 360 Audio.   To see what has changed with Android Spatial Audio support, it’s recommended to have an understanding of how spatial audio has been implemented up to this point.   The current spatial audio available on the market produces sound through earbuds or headphones that are supported by smartphone manufacturers and directly implemented and run on smartphones. This process of reproducing stereo audio, such as MP3, into spatial audio is typically referred to as a renderer, and smartphone manufacturers implement it through their own development or third-party licensing. From a different perspective, it can be observed that there is no standardized method of spatial audio used by manufacturers, resulting in fragmentation.   In addition, head-tracking implementation is necessary to give the feeling that the sound is coming into the space and reflecting the movement of the head. If, for example, you briefly turn your head to the right in a real concert hall and the singer’s voice in front of you follows your head movement, it creates an unrealistic situation. It significantly undermines immersion and makes it impossible to achieve the experience of being in that space. Without reflecting the information about the movement of the head in the sound space, the sound that is heard in front of the eyes continues to be heard along with the movement of the head, which undermines immersion.   On the other hand, head-tracking plays an important role in the externalization effect, making the sound appear to come from outside the head. According to psychoacoustics, people can distinguish the front-back and left-right of the sound more accurately using only two ears that move unconsciously with the movement of the head. By utilizing head-tracking in spatial audio implementation, this becomes possible, maximizing the experience of sound appearing to come from outside the head (as if it were coming from the speakers).   Figure 3. Spatial Audio without head-tracking (left) and Spatial Audio with head-tracking applied (right).   To support head-tracking-based spatial audio, a sensor capable of recognizing head movements is required, and the IMU (Inertial Motion Unit) sensor embedded in TWS is the main component that fulfills this requirement.   The IMU sensor contains a gyroscope, an accelerometer, a magnetometer, and other components that recognize 6-axis or 9-axis head movement information and transmit it to the smartphone through a Bluetooth channel.   The current structure of spatial audio (as shown below) involves processing the Bluetooth communication process twice, resulting in a time delay between the actual head movement and the sound reflecting that movement (known as Motion-to-Sound (M2S) Latency, which will be discussed in detail in the following article (soon to be published). Minimizing this delay is essential to implementing natural spatial audio. (Android also recommends implementing this delay to be less than 150ms.)   Figure 4. Spatial Audio Operation Structure   Android Spatial Audio, so what has changed? The main reason for introducing Android Spatial Audio is to standardize the different methods of spatial audio implementation used by different manufacturers. However, while the basic structure is standardized, the actual renderer, which is the key to realizing spatial audio, must be implemented directly by the manufacturers. When smartphone manufacturers implement the renderer, they can easily integrate it into a block called “Spatializer.” This forms the core of Android Spatial Audio.   So, has the Android OS structure changed due to the introduction of this new ‘Spatializer’? No, it has not. All audio functions performed on Android are handled through collaboration among services such as AudioService[1], AudioPolicyService[2], AudioFlingerService[3].   The spatial audio feature has been designed and developed to be executed within this existing audio framework, reducing the development burden. Traditionally, manufacturers customized their audio policies by adding them to AudioPolicyService. Similarly, the spatial audio feature has been designed to be added to the Spatializer within AudioPolicyService, without significantly affecting the existing implementation.   From a user experience standpoint, it is likely that the spatial audio is controlled by the app and outputted to the earbuds via Bluetooth. The interface with the app is handled by the Spatializer Helper within AudioService, while rendering is handled by the SpatializerThread within AudioFlingerService. This confirms that the existing Android structure has been inherited without significant changes.   As an app developer, you may be wondering how to apply spatial audio to your app. However, the widely used player in Android, ExoPlayer, supports easy implementation of spatial audio without understanding such frameworks. Since version 2.18, ExoPlayer automatically selects multi-channel tracks and provides spatial audio control.   In addition, the aforementioned head-tracking implementation requires the use of IMU sensor information. To update the spatial audio renderer based on the sensor information, the Head Tracking HID sensor class has been added to the Sensor Service framework, providing a standardized channel between the Sensor Service and Audio Service. Furthermore, it is recommended that this IMU sensor information strictly follows the HID (Human Interface Devices) protocol.   The HID protocol is a protocol designated by the USB Implementers Forum, originally defined for PS/2 and USB communication between peripheral devices such as keyboards and mice and host devices. As Bluetooth devices have become more widespread, the HID profile for such devices has been defined, expanding the protocol’s support range. It is this protocol that smartphones and earbud devices use to exchange IMU sensor information.   [1] Plays as an interface between your app and the audio framework. [2] Receives and processes audio control requests, such as volume control, and can apply manufacturers’ audio system policies to them. The service then requests the AudioFlingerService to apply these implemented audio policies to the current audio input and output process. [3] Responsible for controlling audio inputs and outputs. To do so, it requires control audio hardware from different manufacturers and with different drivers in a unified way. This is achieved by a Hardware Abstraction Layer (HAL), which serves as an interface to the hardware. The audio inputs and outputs controlled here apply the audio policy received from the AudioPolicyService.   Figure 5. Changes in the Android stack with the addition of Android Spatial Audio   Source : Google Android Source (https://source.android.com/docs/core/audio/spatial )   Android Spatial Audio is here, but a lot of work still needs to be done. Thanks to the easy-to-use panel for applying spatial audio using Android Spatial Audio, Android device manufacturers can now focus on how to implement spatial audio effectively. However, there are certain issues that manufacturers need to consider due to some support limitations. Let’s take a closer look at what needs to be considered.   • Manufacturers must implement the spatializer or renderer themselves. They also need to design their products while taking into account the time delay that can occur due to head tracking support. However, achieving the recommended time delay of 150 milliseconds or less in Android Spatial Audio is quite challenging, as previously explained.   • Processing is only possible on high-performance devices that support Android 13. This means that it cannot be implemented on devices that do not support Android, such as earbuds. It is also possible to implement the renderer directly on earbuds without using the Android Spatial Audio stack, but we will introduce this method again at a later opportunity.    • For manufacturers who require a consistent spatial audio experience across various devices, such as smartphones, tablets, TVs, and laptops, the burden is significantly increased. They need to consider not only smartphones but also other devices like TVs, earbuds, or headphones. Even if the earbuds or headphones are of high quality, if spatial audio is poorly implemented on the smartphone used to connect them, users may experience unintended sound effects.   • At present, spatial audio is only supported for 5.1 channel audio, and stereo audio is not supported. As the ratio of stereo content is much higher than that of 5.1 channel content, the opportunity for users to actually utilize this feature is quite low.   If you are a manufacturer considering implementing Android Spatial Audio, just ask Gaudio Lab. Our solution includes not only optimized libraries for high-quality renderers (spatializers) that manufacturers need to implement themselves, but also incorporates various know-how to minimize time delay. Gaudio Lab won an innovation award for their Spatial Audio technology at CES 2023. For more detailed information on GSA, click here (also, listen to the GSA demo 🥳).

2023.03.15
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Gaudio Lab's Golden Ears Introduce - Spatial Audio, Try Listening Like This

Gaudio Lab's Golden Ears IntroduceSpatial Audio, Try Listening Like This   Listening to sound is quite a personal experience. Everyone has their own tastes when it comes to music. Personally, I really enjoy listening to spatially rich sounds in a concert hall, as I can feel the heat and energy from my favorite artists right in front of me through the sound. With 'Spatial Audio' technology gaining global attention, anyone with a Spatial Audio-supported smartphone and earbuds can now easily experience sound as if they were at a concert, without the need for multiple speakers or expensive audio equipment. Due to this convenience, interest in Spatial Audio is growing rapidly! To help you enjoy Spatial Audio even more, we would like to introduce some tips from), pioneers in Spatial Audio technology. → If you want to know more about Spatial Audio, read this article too.   If someone asks about Korea's 'Sound Craftsmen,' everyone thinks of Gaudio Lab First, let us introduce Gaudio Lab. The company prides itself on having the highest concentration of audio lovers worldwide. As such, it has a unique team of members. Among them are, who have either innate talent or have honed their skills in the industry for a long time, distinguishing good sounds. Gaudio Lab's technologies must pass through the hands and ears of these audio craftsmen before they can see the light of day. We have invited some of these Golden Ears, who have a high level of understanding and expertise in Spatial Audio, to share valuable tips with you! Although the sound experience is highly personal, we hope that their advice serves as an opportunity to rediscover your preferences!   Introducing Gaudio Lab's Leading Golden Ears James James holds a Ph.D. in acoustical engineering. Since childhood, he has enjoyed listening to and playing music. He especially loves playing and listening to the piano. He is a fan of classical and jazz genres and listens to many old songs. Lately, he has been immersed in Claudio Arrau's piano performances. Jayden Jayden also holds a Ph.D. in acoustical engineering. He entered the world of music through the influence of roommates he lived with. He is a romantic who enjoys spending quiet nights with ballads. His dream is to play the guitar with his child once they grow a little older. Bright Bright is a sound engineer. He developed a dream of becoming a sound engineer after listening to his cousin's MP3 player. He enjoys ballads accompanied by orchestras. He is a space enthusiast who loves the universe and is also very interested in computer assembly.    1. These days, there are many Spatial Audio technologies on the market that are gaining a lot of attention. Have you experienced any well-implemented or impressive Spatial Audio? Jayden : Personally, I think that among the Spatial Audio solutions currently available, the AirPods Pro's Spatial Audio is highly refined (not the AirPods Max). I believe other solutions still have areas that need improvement. To give a sense of to sound, it's important to provide listeners with a sense of 'direction,' making them aware of where the sound is coming from. To do this, you need to apply something called 'binaural cues' to the sound. Simply put, when sound enters the ears, the difference in position (distance) between the two ears causes the sound to be heard differently in the left and right ears. Binaural cues are a reflection of this. When binaural cues are applied, the high-frequency range is relatively emphasized, resulting in a change in timbre. It is technically not easy to give an accurate sense of direction, such as up or down, to the sound (even if you accept that). I think the AirPods Pro's Spatial Audio is well-tuned to minimize timbre distortion while providing a sense of direction to the sound. Another advantage is that you can enjoy comfortable sounds regardless of the content being played. Thanks to Apple's unique, non-stimulating, and mild timbre, your ears won't get tired even after listening for a long time.   Bright : Although there are differences in each mix engineer's additional mixing, I also felt that Apple's Spatial Audio provides the most seamless and spatial rendering compared to existing stereo sound sources. When going through all Spatial Audio renderings, the bass sensation tends to disappear quite a bit, but among them, I would say it's still the most natural.   James : Excluding Gaudio Lab's Spatial Audio technology GSA, the Spatial Audio I've listened to in-depth is Apple's Spatial Audio. However, I haven't yet found a Spatial Audio that I think is good in every aspect. I believe that each Spatial Audio has its own unique characteristics, strengths, and weaknesses. So, rather than determining an absolute hierarchy, various perspectives should be considered for evaluation. In that regard, I think there is still a long way to go for Spatial Audio, and the areas for improvement are endless. That means Spatial Audio will continue to evolve even more in the future! :)   2. Do you have any criteria for determining good Spatial Audio, or any personal tips for listening to Spatial Audio well? Jayden : When listening to Spatial Audio, I think it's good to assess how well the 'externalization effect' is implemented. As the term 'Spatial Audio' implies, the sound coming from headphones or earphones should create a space that feels like it's coming from outside. ("External" means existing outside!) If we were to visually represent externalization, you can think of it as a spherical sound space that forms outside, centered around your head. If you observe carefully when listening to music without applying Spatial Audio, you can feel that the sound image is concentrated in the center of your head. However, when you think about it, all the sounds we hear in our daily lives actually occur in the space outside our heads (outside our ears). Wearing earphones and suddenly hearing the sound inside your head creates an unnatural situation. The technology that makes it sound as if it's coming from outside your head, rather than inside, when you wear earphones and listen to music, is externalization. It's only natural that the better the externalization technology, the more natural the sound you can hear, even with earphones, as if you were actually listening to it in reality. What would it be like to experience the music exactly as the artist intended? In fact, without Spatial Audio, you can't help but often feel the phenomenon of sounds blending together, with louder sounds overpowering quieter ones. However, when Spatial Audio is applied and the direction of each sound source is widely dispersed in the 3D space outside your head, the sound comes to life in every corner, making the audio richer, more three-dimensional, and ultimately closer to the original intention. Figure 1. Comparison between no externalization effect (left) and its application (right)   James : I also agree that the essence of Spatial Audio is externalization. Instead of sounds that feel forced into your ears, it's important to pay close attention to how the instruments that make up the song naturally disperse in space and how they sound. Most sound sources are typically located in front of the listener. When you listen to a song and feel that a frontal stage is well-created while still being able to sense the individual positions of the instruments, it will feel like you're actually listening to the sound in a physical space, rather than through earphones. Figure 2. Aha, if music creates a sound image like this, it's good Spatial Audio!   Jayden : I think the ultimate goal of Spatial Audio is to reproduce the sound we hear in reality through earphones. Observing how sound is perceived in real spaces and remembering those experiences can help you in making choices. If you have a quiet space where you usually enjoy music, trying to listen to the sound there would also be a good experience. Moreover, focusing on how sounds are perceived in everyday life can be helpful too. People actually hear many sounds in daily life, but we tend to focus more on processing the information rather than the auditory stimuli. Consciously having thoughts or experiences like ‘this is how the sound is perceived in this situation’ more frequently will help you encounter good Spatial Audio.   3. Please recommend some songs that are good for enjoying Spatial Audio. James : Ironically, older recordings often show good effects when Spatial Audio solutions are applied. (Maybe it's because they were recorded with speaker playback in mind? Haha.) When listening to albums like the Oscar Peterson Trio's "Night Train" or "We Get Requests," you can feel that the frontal stage space is slightly more present with Spatial Audio applied, and the instruments are naturally arranged.   Jayden : It's too difficult to recommend specific songs (laughs), but I think quiet music composed of a few instruments, like a guitar or vocals, will help you understand Spatial Audio better.   Bright : Lately, I've been into the Apple Music Live: Billie Eilish album.The cheers from the audience on both sides and behind you, as well as the unique details of the concert hall, create a powerful energy without getting muddled. Live albums are indeed great for experiencing Spatial Audio. Generally, movie soundtracks with strong audio imagery also give you the emotion of watching the movie again in a theater. Here, we've compiled songs that are great to listen to with Spatial Audio. Turn on the Spatial Audio feature on your device and give them a listen!If you're curious about how songs with Gaudio Lab's Spatial Audio technology sound, check out this playlist as well.   4. Lastly, is there a shortcut to becoming a golden ear? James : I think it might be helpful to compare familiar songs using various devices. Each device has slightly different characteristics, so it's good to compare the same sound source while listening. Naturally, you can more easily determine how certain aspects have changed with familiar sound sources. However, regardless of the process, building your own database is necessary, so it will inevitably take a considerable amount of time! :)   Bright : At least once, just buy a pair of good earphones or headphones! When you start listening with good earphones, you'll suddenly hear sounds that you couldn't before, and you'll find yourself wondering, "Oh? Is this what the drum sounded like?" You'll gradually become a golden ear. I think you're no longer an ordinary person once you start discovering new elements in the music you love and revisiting old songs.   Jayden : I think it's important to know what sounds you like and what sounds you don't like. First, understand how your ears perceive sound and try to figure out why certain sounds are uncomfortable or burdensome. Because everyone's ears are different in shape and the way our brains have been trained from birth until now, the evaluation of sound is inevitably subjective. Whether you're a golden ear or not depends on how confident you are in your own judgment. Listening a lot, consciously focusing on receiving sound stimuli, and gradually gaining confidence in your evaluation is the shortcut to becoming a golden ear. (laughs)   Did you find this helpful? Gaudio Lab is the pioneering Spatial Audio technology company that has adopted its technology to the only audio standard defining Spatial Audio, ISO/IEC MPEG-H Audio, and utilizes GSA (Gaudio Spatial Audio) for devices and content creation such as live streaming.   If you want to learn more about GSA, created by Gaudio Lab's golden ears, click the button below and check it out!    

2023.03.29