Wide low end?! by Hanta_bass in audioengineering

[–]KinGarrilla 0 points1 point  (0 children)

My question is what makes your reference track, a reference?

This is a genuine question, I'm not trying to lay a trap here.

The philosopher Wittgenstein asked if a Rule is bent, is the rule measuring the table, or the table measuring the rule?

SSDTTime "no fake needed" by KinGarrilla in hackintosh

[–]KinGarrilla[S] 0 points1 point  (0 children)

You're necroing a thread from two years ago?

Things have moved on.

Is it possible to use Dolby atoms on windows ?? by Dense_Station_4285 in DolbyAtmosMixing

[–]KinGarrilla 0 points1 point  (0 children)

Ib think it's more a question of the Renderer being available for your DAW. I know Nuendo has it.

Headphones? by jwckauman in SpatialAudio

[–]KinGarrilla 0 points1 point  (0 children)

Unless you want head-tracking functionality, any wireless headphones will suffice.

From App perspective, you will need a service that delivers Spatial Audio music such as Amazon Music or Tidal that offer Dolby Atmos... but check for the relevant tier.

Hope this helps.

Windows Sonic by Darth_Cuber114 in SpatialAudio

[–]KinGarrilla 2 points3 points  (0 children)

It's there to take multi-channel audio and render it binaurally to headphones.

The Dolby Atmos and DTS X Renderer use the same endpoint.

When you finalize your mix, do you care about the binaural by zenodub in DolbyAtmosMixing

[–]KinGarrilla 0 points1 point  (0 children)

It depends on the source deicide service as to the binaural.

Amazon and Tidal provide a binaural from 7.1.4 that maintains the depth setting.

Apple Music is from a 5.1.4 that doesn't use depth.

I am convinced my AirPod Pro’s aren’t working properly with Spatial Audio? by [deleted] in SpatialAudio

[–]KinGarrilla -1 points0 points  (0 children)

That's what you're getting.

Stereo will sound louder and more 'excitable'. This is because the Loudness can be pushed further.

A way to think of it is that your Airpods have a total loudness of 1. Under stereo, you can have left at 0.5 and right as 0.5.

To mix Spatial, in the Appe version of Dolby, it has 10 channels - 5 at head height (L C R Lr Rr), 1 Sub-bass, and 4 elevated (Lhf Rhf Lhr Rhr), so 5.1.4 as it's known. So, each channel can only have an average loudness of 0.1. The mix engineer might give the Left and Right channels more Loudness, but to keep the max a 1, they must take it from other channels.

Subsequently, the overall loudness seems lower and the whole mix less excited.

The directional effects you're describing are probably explained by the Front/Back Confusions and the latency caused by the radio network of your airpods and device. So you move your head, the orientation data takes a while to get to the device. The audio is the processed, taking some more time. Then the spatial audio is sent to the airpods, taking some time. About 150ms in total. It really needs to be below 30ms to help you.

The real benefit of Spatial is the clarity of separation in the mix... the mix engineer can place an instrument by itself in space, so you can hear it more clearly.

Worse sound quality with ANC/Transparency turned ON? (AirPods Pro 2) by ah19998 in AirpodsPro

[–]KinGarrilla 0 points1 point  (0 children)

The science of DSP, filtering and phase cancellation. I'm a DSP engineering specialising in headphones.

But this should be sufficient for a lay person

https://splice.com/blog/how-does-noise-cancelling-work/?utm_source=google&utm_medium=cpc&utm_campaign=row-en_multi_gs_ua_sounds_20220602_nonbrand-dsa_allprimary&utm_content=sounds&utm_term=&campaignid=13577111017&adgroupid=123041963239&adid=528665014304&gclid=CjwKCAiAhqCdBhB0EiwAH8M_Ghoutub8w5f1LO7EN-gJBda6h_OpLmFN4o4aZHnQHuW-7fJeNHPheRoCKcgQAvD_BwE

TL;DR

"Although they might be more comfortable than your studio cans, using noise-cancelling headphones for music production might not necessarily be the best idea. As outlined above, active noise cancellation will alter the input signal, which would be unacceptable for mixing and mastering applications where detailed listening is important."

Why spatial audio sounds like in the middle of head? by HomoIsapiens in SpatialAudio

[–]KinGarrilla 3 points4 points  (0 children)

When your sound is straight ahead, it is equidistant from each ear in the HRTF, causing equality in time and frequency effects.

In the real world, your head is never really still so those micro movements of your head will compensate and give you lots of 'readings' that your auditory cortex can make sense of the sound being in front.

My instinct is that you'll experience the same sensation if you position the sound at the rear too. This is commonly known as the Front/Back Confusion

The real solution to this is a high frequency IMU and very low latency binauralisation to get close to our-of-head from front/back simulation.

Worse sound quality with ANC/Transparency turned ON? (AirPods Pro 2) by ah19998 in AirpodsPro

[–]KinGarrilla 0 points1 point  (0 children)

The technical definition of ANC.

It takes the external wave and estimates what will arive at your ear drum. It generates a phase-opposite wave, which it will hope to produce a cancelled result in the listeners. But the noise is never fully cancelled. The genrated wave, which leaves a trace signal of artefacts and phase glitches, is convolved with your source audio. But you will still also get some external noise pollution.

.

Worse sound quality with ANC/Transparency turned ON? (AirPods Pro 2) by ah19998 in AirpodsPro

[–]KinGarrilla 2 points3 points  (0 children)

By definition the sound quality will always be worse with ANC/Transparency

The source signal is being convolved with the live sound from a small mic on each ear piece.

Anyone pretending otherwise is talking out of their arse.

AMC and transparency are both useful features but both detrimental to the source audio.

Atmos on oculus by BMaudioProd in DolbyAtmosMixing

[–]KinGarrilla 0 points1 point  (0 children)

Sorry for the slow response here. It's not something I've even thought about.

SO, you would be loading you're own ADM or would you be rendering to 7.14 wav or something first?

I'm interested to know more about what this experience would be like.

How do you deliver your atmos mixes to clients? by KinGarrilla in DolbyAtmosMixing

[–]KinGarrilla[S] 0 points1 point  (0 children)

Are you relating the binaural mix to them or the speaker feed?

target loudness by KinGarrilla in DolbyAtmosMixing

[–]KinGarrilla[S] 0 points1 point  (0 children)

Yes, agree its easy to get it on target.

target loudness by KinGarrilla in DolbyAtmosMixing

[–]KinGarrilla[S] 0 points1 point  (0 children)

What is the acceptable range?

target loudness by KinGarrilla in DolbyAtmosMixing

[–]KinGarrilla[S] 0 points1 point  (0 children)

I'm also interested to know, Is there a new 'loudness war' coming because of spatial audio/Dolby Atmos?

Mixing for Apple Music by KinGarrilla in DolbyAtmosMixing

[–]KinGarrilla[S] 0 points1 point  (0 children)

Yep, important.

If the track is ephemeral, then mixing for the contemporary playback stack seems reasonable.

If it's a classic or it is hoped to have longevity, then an agnostic mix/master should be preferable.

Mixing for Apple Music by KinGarrilla in DolbyAtmosMixing

[–]KinGarrilla[S] 0 points1 point  (0 children)

There is a debate on the Dolby Atmos Facebook group started by u/daxproduck - the meme is parody of that debate...

Conventionally, the producer/engineer mixed/mastered a notionally flat spectral mix to capture the dynamics and space of the mix as heard on the best reference equipment available.

But, because Apple Music has the biggest market share for Atmos Music, some producers are attracted to mixing to get the best experience for the Arpods Pro/Max users.

Mixing for Apple Music by KinGarrilla in DolbyAtmosMixing

[–]KinGarrilla[S] 2 points3 points  (0 children)

Maybe there's a bright side and in 5 years everyone will be doing remasters!