^^^^
This has been really helpful. I think I understand it better now. It is amazing to me that there is enough extra room in the existing 8 channels of the blu-ray spec, which is also restricted in terms of how much bitrate is allowed for the audio portion I am sure, to get out as much as approximately 30 channels of audio after the chip in the receiver decodes it. Really cool.
Well, that's the thing: there aren't anywhere close to 30 channels of audio in the signal. There are only 6 (5.1) or 8 (7.1) channels. In commercial movie theaters, there can be 10 (9.1) channels.
But as far as channels of audio goes, that's it! There are no extra channels. There is no additional audio information. ALL of the sounds are contained within those 6, 8 - or in the case of some commercial cinema releases, 10 - audio channels.
The only additional information is some metadata. According to Dolby, that additional metadata adds somewhere around 20-30% more bits of data to the audio bitstream.
Blu-ray is capable of outputting 8 channels of completely uncompressed LPCM audio. Dolby TrueHD takes up approximately half as much space and bandwidth. So if the additional metadata for Dolby Atmos sound objects only increases a Dolby TrueHD 7.1 bitstream by an additional 30%, that's still way below the bandwidth limit.
So it isn't even close to having 34 discrete channels of audio. Every so often, there's just an instruction that only a Dolby Atmos decoder will understand that says, "Hey! There's a sound happening in the Left Front speaker right now. Take that sound and play it this many degrees farther to the Left, this many degrees farther forward, and this many degrees farther upward." It might also have some instructions about how "large" that sound object should be - small as a pin point or spread out across a large area - and it can also tell the Atmos decoder how that sound object should move in 3 dimensional space.
So plenty of instructions, but no new actual sounds, and no new channels.
The opposite approach would be something like Auro 3D audio. That IS adding additional channels. And they are just sending uncompressed PCM, so how do they handle it?
Well, Blu-ray can send out as much as 8 channels of 24-bit/ 96kHz uncompressed PCM. Auro 3D Audio takes our regular 7 speaker channels and limits them to 16-bit audio. That leaves them the remaining 8 bits of data per channel from the 24-bit limit. Auro uses those remaining 8 bits per channel to encode their extra "Height" channels.
With Auro 3D Audio, an audio mixer has to decide what sounds come out of which speakers. They can't just create sound objects with X,Y,Z coordinate data. No, with Auro 3D, the mixer has to place each sound into a particular speaker, array of speakers, or pan between particular speakers. In a full 13.1 Auro sound mix, that's a heck of a lot of extra work for the sound mixer. And you have to have the exact matching playback system in order to hear the mix the way it was intended.
So Auro 3D Audio starts to bump into the limitations of the Blu-ray format. It's a fairly clever way of getting around those limitations, but working with actual extra channels of audio really does become a challenge. Object-based audio makes so much more sense. The sound mixer doesn't have to worry about speakers. The playback system doesn't have to perfectly match the mix. And no additional channels of sound need to be included in the recording.