really appreciate the video! lately i've been getting clients asking for atmos mixes. So i've been practicing for sometime; it's still very new to me and i'm sure to a lot of us, but this video gave me clarity. Thank youuuu!
I haven't tested it, but I would imagine it would exhibit the same behavior as the bed. I stopped using an object bed after my initial test mixes where I didn't seem to notice any sonic difference between routing to the bed or an object bed. If I get a chance, I'll try and set one up and test it, though.
Hey great video and straight to the point! Any chance you have any downloadable Atmos Master Files from previous work you can share? Maybe we can study the mix in the renderer or just get an idea what music should sound like in your perspective via Atmos? Hope to hear from you, love the channel!
Thanks. I don't remember exactly how they were set. I'm pretty sure all objects/bed channels were set the same and were probably all set to near or to mid.
Is this phenomena the same in other DAWs for the Bed? The changes I hear sounds like level shifts due to Pan Law settings. If you used a different Pan Law, does it make is smoother? This appears to be an artifact of either the panner or algorithm in PT used to place the sound in the bed, vs the one used to place the object. Either way, you're still reproducing the sound in the two speakers in your HPs. You should be able to produce the same smooth sound in the Bed. It would seem strange that Dolby would produce a system that has that kind of discrepancy. However, I'm pretty new to Atmos, so I may be totally missing something here.
In theory the behavior should be the same in all DAWs. It's not a panner artifact, though. It's a result of the binaural processing. When we pan within the bed, the renderer is applying different processing(phase shift, EQ shading, delay, etc.) to each bed channel to create the localization for that channel. If we pan something between channels within the bed, we have the same audio in multiple channels with different processing on each channel. So when those different version are recombined in headphones for the binaural, we get this effect. If we use an object, on the other hand, the binaural processing is only applied to that object and is adjusted based on the position of the object. This is only an issue with the binaural, though. Panning through the bed sounds the same in speakers as panning an object in speakers.
When I'm listening in Binaural mode, then puts a sound, like the lead vocal, on L R as a bed, it goes significantly up in volume, but blends into the mix better when in object mode. Do you know why this could be the case. Is there something different with the fold down of objects and bed modes?
It's my understanding that technically, as far as the renderer is concerned, a bed channel is an object with a static position. So there shouldn't be a sonic difference. In your case, however, it could be from a few things. First, it might be a pan law issue. When you have an object, it's a single source, but when you put it in the bed it is coming from two sources. It could also be related to the binaural settings. I haven't done extensive testing of the binaural and how pan law and the settings relate to level. I know the Apple Spatial codecs do different things with the center than the Dolby binaural because Apple.
That's a good question, and I wondered that myself. There's no pan law selection--at least in Pro Tools--that alleviates the phase related panning issue. I think it has to do with how the renderer creates the binaural. Depending on the positioning of an object, the renderer is going to change the frequency response and probably timing in each ear based on the HRTF. When we're panning between two or more channels/objects, the different frequency response and timing will create phase issues between those multiple sources.
The renderer binauralises each object as it's moving. When panning a sound in the bed, you are simply vector panning it between two or more static objects that each have their binaural field. I think you can almost separate the logic into using an object or not to simply "does it need to move". If it moves and/or you want the best localisation in the binaural field possible it has to be an object in order it is individually binauralised within the total space rather than only between the fixed objects.
Straight to the point, cleared things up right away. I was confused because you can automate both but now everything is clear. Thanks
The best explanation I've heard regarding this topic!
Thanks!
really appreciate the video! lately i've been getting clients asking for atmos mixes. So i've been practicing for sometime; it's still very new to me and i'm sure to a lot of us, but this video gave me clarity. Thank youuuu!
I really enjoy your videos. Thank you
Dave awesome Demo: one thing I'd like to see: how does the binaural react, when you pan through an "Object Bed"
I haven't tested it, but I would imagine it would exhibit the same behavior as the bed. I stopped using an object bed after my initial test mixes where I didn't seem to notice any sonic difference between routing to the bed or an object bed. If I get a chance, I'll try and set one up and test it, though.
Hey great video and straight to the point! Any chance you have any downloadable Atmos Master Files from previous work you can share? Maybe we can study the mix in the renderer or just get an idea what music should sound like in your perspective via Atmos? Hope to hear from you, love the channel!
Unfortunately I don't have any ADM files I can distribute. I am exploring some options to look at some Atmos mixes, though.
Great job!
nice vid tysm
Good demo! Thank you! 👍🏻
Thanks!
Thanks dude! You solved my questions :D
Hi Dave - thanks for the video. Very helpful. Can you tell me how the your binaural settings was set in this example?
Thanks. I don't remember exactly how they were set. I'm pretty sure all objects/bed channels were set the same and were probably all set to near or to mid.
🙌
Is this phenomena the same in other DAWs for the Bed? The changes I hear sounds like level shifts due to Pan Law settings. If you used a different Pan Law, does it make is smoother? This appears to be an artifact of either the panner or algorithm in PT used to place the sound in the bed, vs the one used to place the object. Either way, you're still reproducing the sound in the two speakers in your HPs. You should be able to produce the same smooth sound in the Bed. It would seem strange that Dolby would produce a system that has that kind of discrepancy. However, I'm pretty new to Atmos, so I may be totally missing something here.
In theory the behavior should be the same in all DAWs. It's not a panner artifact, though. It's a result of the binaural processing.
When we pan within the bed, the renderer is applying different processing(phase shift, EQ shading, delay, etc.) to each bed channel to create the localization for that channel. If we pan something between channels within the bed, we have the same audio in multiple channels with different processing on each channel. So when those different version are recombined in headphones for the binaural, we get this effect.
If we use an object, on the other hand, the binaural processing is only applied to that object and is adjusted based on the position of the object.
This is only an issue with the binaural, though. Panning through the bed sounds the same in speakers as panning an object in speakers.
@@goingto11 Thanks for the response!
When I'm listening in Binaural mode, then puts a sound, like the lead vocal, on L R as a bed, it goes significantly up in volume, but blends into the mix better when in object mode. Do you know why this could be the case. Is there something different with the fold down of objects and bed modes?
It's my understanding that technically, as far as the renderer is concerned, a bed channel is an object with a static position. So there shouldn't be a sonic difference. In your case, however, it could be from a few things. First, it might be a pan law issue. When you have an object, it's a single source, but when you put it in the bed it is coming from two sources. It could also be related to the binaural settings.
I haven't done extensive testing of the binaural and how pan law and the settings relate to level. I know the Apple Spatial codecs do different things with the center than the Dolby binaural because Apple.
This is awesome
Thanks!
Isn’t this a question of pan law in the bed vs pan law in the object?
That's a good question, and I wondered that myself. There's no pan law selection--at least in Pro Tools--that alleviates the phase related panning issue.
I think it has to do with how the renderer creates the binaural. Depending on the positioning of an object, the renderer is going to change the frequency response and probably timing in each ear based on the HRTF. When we're panning between two or more channels/objects, the different frequency response and timing will create phase issues between those multiple sources.
The renderer binauralises each object as it's moving. When panning a sound in the bed, you are simply vector panning it between two or more static objects that each have their binaural field.
I think you can almost separate the logic into using an object or not to simply "does it need to move". If it moves and/or you want the best localisation in the binaural field possible it has to be an object in order it is individually binauralised within the total space rather than only between the fixed objects.
it isn't one or the other, just use both
Duh! When you have a object..thats when it makes sense to use it 😅
Great demo. Thanks!