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That’s the best way I can explain my experience in the immersive audio challenge with Dolby Atmos in headphones. Its seems like a similar principle with immersive audio played in a head-locked binaural listening scenario. Its like looking at 360 degree photos without the option to change the perspective to view the rest of the 360 field of view -its a 180 photo as far as the viewer is concerned. ![]() Localization of sounds panned to the back half and large portions of the height information (bottom and top) will be hard to perceive from a fixed binaural (head-locked) listening scenario. Without a 7.1.2 or 7.1.4 physical monitor setup, we can only hear a binaural mix with a limited sense of Atmos/surround/ambisonics beyond less than 180 degrees of the front half of a 360 sphere. There are, however, a few challenges when it comes to experiencing the full immersive sound of Dolby Atmos in headphones and the ability to check the immersive quality of the Dolby Atmos ADM file after it is exported. ![]() ![]() ![]() I continue to be excited about Dolby Atmos being a native function in Cubase 12.
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